• Title/Summary/Keyword: 참여화

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신고리 5,6호기 공론화위 건설 재개 권고 - 신고리 5·6호기 공론화 「시민참여형조사」 보고서

  • 한국원자력산업회의
    • Nuclear industry
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    • v.37 no.10
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    • pp.24-43
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    • 2017
  • 신고리 5 6호기 공론화위원회는 10월 20일 3개월 간의 활동과 결과를 담은 '신고리 5 6호기 공론화 시민 참여형 조사 보고서'를 국무총리에게 제출했다. 본 보고서 중 보고서 작성의 목적과 시민 참여형 조사 분석 결과, 맺음말을 발췌하여 게재한다.

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A study on the policy implementation strategy through public participation (정부의제의 국민참여를 통한 정책화 추진 전략에 관한 연구)

  • Lee, Hyangsoo;Lee, Seong-Hoon;Jung, Yonghun
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.45-54
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    • 2022
  • This study examines the actual operation and performance of the public participation platform by analyzing various public participation processes from 2018 to 2021, when 'Gwanghwamun 1st Street', a representative public participation platform operated by the Ministry of Public Administration and Security, was launched. Through this, the influencing factors that were able to successfully induce the process of policyization through public participation were derived as follows. First, online participation channels were diversified to encourage public participation. Second, it is also important that the public opinion contest and compensation for public review were implemented to encourage and expand public participation. Third, the participation of experts was encouraged to refine and refine the people's ideas. Through these research results, it is judged that the Korean government will be able to contribute to inducing the policyization process through continuous public participation. In deriving success factors for policyization through public participation in the future, how influencing factors such as the public participation process, communication through online channels, and collaboration with experts affect the public participation process using quantitative analysis techniques A study to prove it will have to be conducted subsequently.

The Effect of Badges Gamification on Participation Behavior in StackOverflow (스택오버플로 배지 시스템의 게임화 효과에 관한 연구)

  • Nam, Jeongin;Baek, Hyunmi
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.1-22
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    • 2022
  • This study aims to investigate the gamification effect of the badge awards, the most popular gamification process, on users participation behavior. This study also attempts to investigate the effect of tailored gamification, which designs the system of gamification differently based on users' characteristics, focusing on the level of online user information disclosure. For this, we collect and analyze data on 557 users and 1,048,020 answers from StackOverflow, an online Q&A community for developers. The results show that providing a badge is effective for increasing the amount of user participation, whereas providing a goal through the badge is partially effective for increasing the quality of participation. However, the moderating effect of whether users disclose their SNS information on the relationship between badge gaining and participation decrease is not statistically significant. For platform operators, our findings emphasize the importance of gamification design to enhance user engagement effectively.

A1lowing Anonymity in Fair Threshold Decryption (익명성을 제공하는 공평한 그룹 복호화 기법)

  • Kim, Jin-Il;Seo, Jung-Joo;Hong, Jeong-Dae;Park, Kun-Soo
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.6
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    • pp.348-353
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    • 2010
  • A threshold decryption scheme is a multi-party public key cryptosystem that allows any sufficiently large subset of participants to decrypt a ciphertext, but disallows the decryption otherwise. When performing a threshold decryption, a third party is often involved to guarantee fairness among the participants. To maintain the security of the protocol as high as possible, it is desirable to lower the level of trust and the amount of information given to the third party. In this paper, we present a threshold decryption scheme which allows the anonymity of the participants as well as the fairness by employing a semi-trusted third party (STTP) which follows the protocol properly with the exception that it keeps a record of all its intermediate computations. Our solution preserves the security and fairness of the previous scheme and reveals no information about the identities of the participants and the plaintext even though an attacker is allowed to access the storage of the STTP.

A Study on the Role Conflict and Job Satisfaction (역할갈등과 직무만족에 관한 연구)

  • Jeong, Sang-Wan;Han, Jin-Hwan
    • The Journal of the Korea Contents Association
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    • v.6 no.2
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    • pp.127-135
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    • 2006
  • The object of this study is to improve the police administration service and the work performance of police officers, through the analytic ground to increase job satisfaction and to solve the role conflict by setting the role conflict as a main factor among many factors to influence the job satisfaction between the role conflict and the job satisfaction of police officers and explaining the factors of the role conflict.

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Analysis of Decision Factors on the Participation of Scaling Project for Private Forest Management using a Logit Model (로짓모형을 이용한 산주의 사유림 경영 규모화 사업 참여 결정요인 분석)

  • Kim, Ki Dong
    • Journal of Korean Society of Forest Science
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    • v.105 no.3
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    • pp.360-365
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    • 2016
  • The purpose of this study is to provide the basic information for the early enforcement and extension of the improvement project of management scale of private forest land by understanding the characteristics of forest owners, who have an influence on the participation of the project as one of the private forest management vitalization plans. To achieve this goal, a questionnaire survey targeting 373 forest owners was conducted and analyzed by Binary-Logistic Regression. The variables for binary-logistic regression included gender, age, academic ability, occupation, income, residence, purpose of forest ownership, and status of cooperative membership. As a result of the analysis, 267 forest owners (71.6%) of total 373 forest owners have the intention to participate in the scaling project for private forest management. The rest of forest owners (106 forest owners, 28.4%) would not be willing to participate in the project. As a result of binary-logistic regression, the most important variables, which have an impact on the participation of private forest management scale improvement project, are age, job and forest own purpose.

신규 참여자의 형평성 향상을 위한 블록체인에서의 새로운 증명 방식 연구: Proof-of-Probability

  • Kim, Sungmin;Kim, Kyeong Seon;Kim, Joongheon
    • Review of KIISC
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    • v.28 no.3
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    • pp.18-25
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    • 2018
  • 최근 블록체인 기술을 응용한 가상화폐에 대한 관심이 높아지면서 자본금이 많지 않은 사람들도 블록체인 네트워크에 참여하기 시작했다. 가장 유명한 가상화폐인 비트코인이 채택한 PoW 방식은 고성능 하드웨어의 과열된 열풍을 불어왔고 PoS 방식은 기존 지분이 많은 참여자들이 많이 존재하여 소수의 자본금을 가진 신규 참여자들이 네트워크에 새로 참여하기 어려운 환경이다. 따라서 본 논문에서는 기존 블록체인 증명방식인 PoW, PoS 방식보다 네트워크 참여를 위한 자본금이 적고 신규로 참여하더라도 리스크가 적은 PoP(Proof-of-Probability) 방식을 소개한다. PoP 방식은 블록을 생성할 시 실제 암호화된 해쉬와 수많은 가짜 해쉬를 각 노드들이 정렬하여 진짜 해쉬를 복호화하여 찾은 노드가 블록을 생성하는 방식이다. 또한 1개의 해쉬를 복호화하여 검증받을 때 1분의 대기시간을 두어 과열된 컴퓨팅파워 경쟁을 제한한다. 지분(Stake)이 많을수록 블록을 생성할 확률은 높아지지만 이는 PoS 방식처럼 절대적이지 않다. 이 방식을 이용한다면 지분을 많이 가진 유효성 검증자(Validators)에 의한 집중화를 피하며 블록체인 네트워크에 참여하려는 진입장벽도 낮출 수 있을 것 이다.

정보시스템 개발에 있어서 사용자 참여환경과 사용자 몰입간의 관계

  • 서재희;김유일
    • Proceedings of the Korea Association of Information Systems Conference
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    • 1998.10a
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    • pp.64-71
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    • 1998
  • 정보시스템 분야에서 성공적인 정보시스템 개발을 위하여 사용자 참여, 몰입, 만족 과 관련된 많은 연구가 진행되었다. 초기의 연구에서는 사용자 참여와 몰입의 개념이 혼용 되었으나 현재는 구분되는 개념으로 사용되고 있다. 초기 연구에서 몰입과 만족에 관한 연 구가 있었으나 구분되는 개념으로 보았을 때 몰입보다는 참여와 만족에 관한 연구로 보아야 할 것이고, 그후 진행된 대부분의 연구가 사용자 참여와 만족간의 관계에 대한 것이었다. 이들 연구에서는 사용자의 참여 정도가 사용자 만족에 어떠한 영향을 미치는가를 분석하였 다. 그러나 이들의 연구는 일관성 있는 결과를 제시하지 못하였는데, 이와 같은 결과가 나 타난 데에는 다른 여인도 작용하였겠지만, 개발에 참여한 사용자의 주관적 심리 상태인 사 용자 몰입 정도의 차이가 결과의 불일치를 가져오는 요인으로 작용하였을 수 있다. 본 연구 에서는 사용자 참여와 몰입간의 관계를 분석하기 위하여, 시스템 개발에서 사용자와 개발자 간의 관계를 집단으로 간주하여, 집단의 구조적 측면과 집단의 행위적 측면에서 이들 관계 를 분석하였다. 이들 관계에 영향을 주는 조절변수로 구조적 측면에서는 공식화, 집권화 정 도를, 행위적 측면에서는 갈등의 정도, 집단 응집성, 의사소통 수준을 사용하였다.

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Gamified Contents Management System design for continuous and voluntary participation of Users (사용자의 지속적이며 자발적인 참여를 위한 게임화 기반의 콘텐츠 관리 시스템 설계)

  • Choi, Won-Kyum;Yun, Chan;Woo, Tack
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.5-16
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    • 2018
  • It is very difficult, but important, to induce and maintain voluntary user engagement in content. For example, many Internet contents provide financial rewards for the user's participation and maintenance. However, there are limitations to methods such as stimulating only external motivations, such as monetary rewards, and sophisticated design and management are needed to obtain sustained and voluntary user participation in content. For this purpose, we propose a Gamified CMS that extends the existing Content Management System (CMS) by referring to the example of the Gamified Learning Management System. This will ultimately increase the participation and commitment of users in content.

A New Form of Public Participation in Science and Technology : Two Cases of Doing 'Undone Science' in Korea (과학기술 시민참여의 새로운 유형: 수행되지 않은 과학 하기 -한국의 두 가지 사례 - 아토피와 근골격계 질환-)

  • Han, Jae-Kak;Chang, Young-Bae
    • Journal of Science and Technology Studies
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    • v.9 no.1
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    • pp.1-31
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    • 2009
  • The need and rationale for public participation in science and technology is widely acknowledged in academic communities and policy circles. In addition to institutionalized forms of participation, some STS researchers have paid attention to spontaneous forms of public participation, particularly with regard to social movement. This paper aims to explore a new form of public participation, which had been relatively neglected in STS studies. For this purpose, in this paper we examine environmental health issues and cumulative trauma disorders (CTDs) debates as examples of doing "undone science" in Korea. Our focus will be specifically on how environmental organizations and trade unions have both succeeded in making those issues as research and policy agenda for both scientific community and policy makers. In a concluding section, a couple of suggestions for further research are proposed.

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