• Title/Summary/Keyword: 팀 성격구성

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The Effects of Team Personality Composition on Team Creativity in Engineering Design Class (공학설계수업에서 팀 성격구성이 팀 창의성에 미치는 영향)

  • Ahn, Joengho;Lim, Jeeyoung
    • Journal of Engineering Education Research
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    • v.17 no.1
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    • pp.50-56
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    • 2014
  • The purpose of this study was to investigate the relationship between team creativity and two distinct aspects of team personality composition: (a) team personality elevation (TPE) (b) team personality diversity (TPD). and team creativity. Engineering college students (N=249) working in 48 teams were assessed on the Big 5 personality traits. For the traits of extraversion and openness to experience, TPD predicted team creativity; TPE of conscientiousness, agreeableness, and neuroticism predicted team creativity. Finally, limitations of this study and suggestions for future studies were discussed.

An Analysis of Team Performance based on Member Formation: Approached by the Three Triads of Enneagram (팀원 구성에 따른 팀 프로젝트의 성과 분석: 에니어그램의 3 중심 성격유형을 통한 접근)

  • Yee, Soung Ryong
    • Journal of Engineering Education Research
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    • v.16 no.1
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    • pp.75-83
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    • 2013
  • In engineering education, team projects play an important role to increase students' capability of solving problems and teamworking. Student achieves a success experience, which in turn provides self-efficacy, through successfully performed project. This paper deals with an analysis of team performance variation in accordance with the team member formation. Team members are categorized into three different charater types based on the three triads of Enneagram. The analysis result shows that the team performance varies with the member formation pattern.

a Study on Character Types for FPS game -based on Team Fortress2 - (FPS 게임에서의 캐릭터 성격 분석 연구 -FPS 게임 팀 포트리스2를 중심으로-)

  • Park, Myoung Hoon;Noh, Seung Seok;Park, Jin Wan
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.73-75
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    • 2010
  • 1인칭 슈팅 게임인 FPS(First-person shooter)게임은 시각적 사실성이 뛰어난 고급 그래픽이 특징으로 컴퓨터 성능의 향상과 게임 제작 기술의 발전으로 꾸준히 성장해 가고 있다. 하지만 대부분의 FPS 게임은 동일 캐릭터에 무기만 바꾸는 방식의 단조로운 자유도를 제공하며 이로 인해 사용자의 입장에서는 장기간 게임진행시 흥미를 잃기 쉽다. 이러한 단조로운 게임방법을 변화시키고자 1999년 밸브(Valve) 사(社)의 '팀 포트리스(Team Fortress)' 게임은 FPS 게임 사상 최초로 병과 시스템을 도입하여 다양하고 개성 있는 캐릭터 구성으로 큰 주목을 받았다. 이를 분석해 FPS 게임을 개발할 때 다양한 병과 캐릭터가 플레이어에게 얼마나 더 게임에 대한 몰입과 흥미를 주는지 분석하려 한다. 이 분석을 위해 '팀 포트리스'의 후속 작 '팀 포트리스2(Team Fortress 2)'의 병과 캐릭터를 성격 유형 분석에서 보편적으로 많이 쓰이고 사람들에게 친숙한 MBTI (Myers-Briggs Type Indicator) 방식으로 파악하여 각 병과별 캐릭터 설정이 게임 플레이어와의 성격에 따라 얼마나 더 몰입도와 흥미를 줄 수 있는지 도출해 내려한다.

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The Development of an Agent-Based Model for Simulating Self-Controlled Team Building Behavior (에이전트 기반 자율적 팀 결성 행동 시뮬레이션 모형의 개발)

  • Yee, Soung Ryong
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.335-345
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    • 2017
  • It is necessary for an instructor to understand the student's team building behavior for an effective guidance of team activities. In this study, we developed an agent-based computational model for simulating the student's self-controlled behavior. We validated the model by comparing the actual behavior. Through the simulation, we found that the time to stabilization of team formation and the ratio of the students having no team are decreasing as the population of the student increases. However, we also found that over a certain amount of population, the time and the ratio do not show much progress in the difference. The simulation also shows that the more heterogeneity between the students the higher chance of delaying the team formation and increasing the ratio. We expect to use the model as a tool for guiding and supporting students' team activities.

The Impact of Underlying Attributes of Design Team Members on the Group Creativity (디자인팀 구성원의 내재적 속성이 그룹창의성에 미치는 영향에 관한 연구)

  • Cho, Hee-Young;Chung, Kyung-Won
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.43-54
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    • 2006
  • Creativity is an essential ability for a successful design task, mainly because design is an activity creating something new. As the sphere of design has expanded and become complex, the design task goes beyond an individual designer's capability. Therefore, it is necessary to organize a design team consisting of various team members with diverse expertises. The aim of this study is to find out the impact of fundamental attributes of members on the group creativity in order to establish a guideline for building a creative design team. Heterogeneous teams and homeogenous teams were created according to three main factors of group creativity namely, personality, field and experience. The group creativity of each team were evaluated through protocol analysis of design activities as well as the comparison of problem solving processes and outputs. It was identified that the impact of design teams on the group creativity was distinctively different in four phases of the design process (preparation, divergence, convergence, and execution) regarding creativity properties such as fluency, elaboration, originality, usefulness. Based on these findings, a schematic model for building a design team in order to enhance the group creativity by composing the most appropriate team members for each phases of the design process was developed.

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The Effect of Individual Stress and Team Cohesion and Mastery Climate on Knowledge Creation (개인의 스트레스, 집단의 학습분위기와 응집력이 지식창출에 미치는 영향)

  • Kang, So-Ra;Kim, Min-Sun
    • Proceedings of the KAIS Fall Conference
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    • 2010.05b
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    • pp.807-810
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    • 2010
  • 본 연구는 스트레스가 지식창출에 미치는 영향을 보고자 한다. 즉, 개인의 목표에 대한 그리고 직무와 관련된 스트레스는 지식창출에 부정적 영향을 미친다는 연구들이 제시되고 있는데, 이때 팀의 어떠한 요소들이 이러한 부정적 영향을 감소시키고 지식창출에 기여할 수 있을지를 파악하고자 한다. 구체적으로 지식창출을 위해 자원에 비해 과도하게 설정된 목표로 인한 목표 스트레스(goal stress of resource inadequacy)와 지식창출을 위한 업무과정에서 발생하는 직무 스트레스(job stress)는 지식창출에 부정적 영향을 미칠 것이다. 그러나 지식창출을 위해 구성된 팀구성원들이 열심히 배우려고 하고 실패도 두려워하지 않는 분위기(팀 학습분위기) 속에서 강하게 결속되어 있다면(팀 응집력) 스트레스로 인한 지식창출에 대한 부정적 영향은 약화될 것으로 판단된다. 따라서 본 연구에서는 집단수준의 변수와 개인수준의 변수를 동시에 고려해야 하는 본 연구의 성격상 최근에 많이 사용되고 있는 다수준접근방법을 적용하여, HLM 6.08을 사용한 위계적 선형 모형분석을 수행하였다. 연구결과, 직무 스트레스는 지식창출에 부정적 영향을 미쳤으나 목표 스트레스는 유의한 영향을 미치지 않은 것으로 나타났다. 또한 팀의 학습분위기는 지식창출에 긍정적 영향을 미쳤으며, 목표 스트레스와 지식창출간의 관계에 조절효과를 하는 것으로 나타났다. 팀의 응집력 역시 지식창출에 긍정적 영향을 미치는 것으로 나타났다.

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The Impact of Experienced Conflict on Person-Organization Fit and Turnover Intention (갈등의 경험이 개인-조직 적합성과 이직의도에 미치는 영향)

  • Lee, Jeong Eon
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.325-333
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    • 2019
  • The current study aims to address the relationships among conflict, person-organization fit, and workers' turnover intention. Specifically, it aims to examine whether person-organization fit mediates the relationship between conflict in team and turnover intention, also trust in leader moderates the relationship between person-organization fit and turnover intention. The empirical analysis shows that conflict is positively associated with turnover intention and have a negative impact on objective-value fit. The relationship between conflict and turnover intention is mediated by the person-organization fit. Trust in leader moderates the relationship between person-organization fit and turnover intention. The findings address the issue in terms of the mechanisms between conflict-turnover intention and the importance of trust in leader for an effective management of conflict in work teams.

Analysis of Character Types for FPS Game -based on Team Fortress2- (FPS 게임에서의 캐릭터 성격 분석 연구 -FPS 게임 팀 포트리스2를 중심으로-)

  • Park, Myoung-Hoon;Noh, Seung-Seok;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.152-161
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    • 2011
  • The FPS, featured with high quality graphic of superior visual reality, is steadily growing because of the improvement of computer performance and technological advancement of game production. But most of the FPS games provide monotonous freedom with which players can only change the weapons in one character and this will make users lose their interests when playing games for long hours. Valve has introduced 'Team Fortress Classic' in 1999, in order to change the monotonous game methods. This game has attracted great attention because of the composition of various and unique characters through the introduction of military specialty system: that is the first trial in the history of FPS game. I, by analyzing this using MBTI, intend to analyze how much of immersion and interest the characters of various military specialties can provide to players when FPS games are developed.

Analyses of Brand Community Characteristics, Members' Behavioral Patterns & Participation Experiences, and Quality of Relationship according to Community Formation Orientation: Comparisons between Maker Oriented Community and Customer Oriented Community (브랜드 커뮤니티 형성과정에 따른 커뮤니티의 특징, 구성원의 행태와 참여경험 및 관계의 질에 대한 분석)

  • Yoo, Chang-Jo;Jung, Hye-Eun
    • Proceedings of the Korean Association for Survey Research Conference
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    • 2005.12a
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    • pp.187-220
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    • 2005
  • The purpose of this study is to analyze supporters' community formation motives/ Process/consumption experiences and community characteristics. For this purpose, this study collected the data using ethnographic interview. participant observation, documents and media reports. The results of this study show that supporters communities' formation and diffusion process were influenced by individual characteristics(e.g., personality, hobby and etc.), community characteristics(e.g.,team performance, star player, facilities and etc.) and external factors(ex: media movement etc.) and supporters have experienced various emotions such as intimacy. cohesion, pride and so on through various activities at on-line and off-line site. Community characteristics were classified into we-ness, rituals/traditions, moral responsibility. We found that we-ness influenced emotional dimensions such as joy, pleasure, fun and excitement. rituals and traditions made members feel passion. hope. love and vitality. and moral responsibility provided satisfaction. enthusiasm anxiety. regret and so on. Also, emotional attachment and brand loyalty were increased by these experiential aspects of community consumption.

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Analysis of Curriculum Development Processes and the Relationship between General Statements of the Curriculum and Science Curriculum (교육과정 개발 체제 및 총론과 과학과 교육과정의 연계성 분석)

  • Lee, Yang-Rak
    • Journal of The Korean Association For Science Education
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    • v.24 no.3
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    • pp.468-480
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    • 2004
  • It has been criticized that there are discrepancy between 'general statements' of the curriculum and subject-matter curricula. The possible reasons for this are as follows: The developers of the general statements were educational curriculum specialists. These specialists were not good enough to develop general statements and guidelines of subject matter curricula reflecting the characteristics of science contents, to examine developed science curriculum, and to give feedback to science curriculum developers. Under the present curriculum developing system where curriculum is developed in ten months or less by the research team commissioned unpredictably and imminently, it might be difficult to develop valid and precise science curriculum reflecting the purport of the general statements and teachers' needs. The inadequacy of these curriculum development processes resulted in (1) inconsistent statement about the school year to be applied to differentiated curriculum, (2) abstract and ambiguous stating about the characteristics, teaching-learning and assessment guidelines of enrichment activities, and (3) failure to reduce science contents to a reasonable level. Therefore curriculum development centers should be designated in advance to do basic research at ordinary times, and organized into a cooperative system among them. Two years or more of developing time and wider participation of scientists are recommended to develop more valid and precise science curriculum. In addition, commentaries on science curriculum should be published before textbook writing begins.