• Title/Summary/Keyword: 퍼포먼스 연구

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An Empirical Study of IT-based Faultlines on Group Performance in Chinese IT Corporations (중국기업에서 IT로 인한 폴트라인이 그룹 퍼포먼스에 미치는 영향에 관한 검증적 연구)

  • Huang, Yun-Chu;Cho, Wan-Sup;Kim, Yeong-Real
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.3
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    • pp.237-248
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    • 2009
  • Faultline theery, introduced by Lau and Murnighan in 1998, adds valuable explanations in addition to what previous demographic studies have explored. However, previous research has not been able to fully integrate the characteristics embedded in the workplace environments, and the influence of faultlines in IT industries has yet to be explored. In this study, IT related influence is given considerable weight into traditional faultline theory and the impact of IT-based faultlines is revealed. Our study indicates that IT-based faultlines have a negative impact on task conflict and process conflict, and these two effectively also effectively mediate the influence of IT-based faultlines to group performance. Two potential moderators are studied and the Tesults indicate that commitment has no moderating effect between IT-based faultlines and group performance while open communication has strong moderating effect. Our empirical study reconfirmed that faultlines are important indicators in group work and also that faultlines are intimately related to various conflicts and group outcomes. We hope our research findings will be beneficial to organizations concerned with effective and efficient group work.

A Study on the Architectural Environment as a Combination of Performance and Event (퍼포먼스.이벤트의 결합체로서 건축환경연구)

  • 김주미
    • Archives of design research
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    • v.14
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    • pp.121-138
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    • 1996
  • The purpose of this study is to develop a new architectural language and design strategies that would anticipate and incorporate new historical situations and new paradigms to understand the world. It consists of four sections as follows: First, it presents a new interpretation of space, human body, and movement that we find in modern art and tries to combine that new artistic insight with environmental design to provide a theoretical basis for performance-event architecture. Second, it conceives of architectural environment as a combination of space, movement, and probabilistic situations rather than a mere conglomeration of material. It also perceives the environment as a stage for performance and the act of designing as a performance. Third, in this context, man is conceived of as an organic system that responds to, interacts with, and adapts himself to his environment through self-regulation. By the same token, architecture should be a dynamic system that undergoes a constant transformation in its attempt to accommodate human actions and behaviors as he copes with the contemporary philosophy characterized by the principle of uncertainty, fast-changing society, and the new developments in technology. Fourth, the relativistic and organic view-point that constitutes the background for all this is radically different from the causalistic and mechanistic view that characterized the forms and functions of modernistic design. The present study places a great emphases on dematerialistic conception of environment and puts forth a disprogramming method that would accommodate interchangeability in the passage of time and the intertextuality of form and function. In the event, performance-event architecture is a strategy based on the systems world-view that would enable the recovery of man's autonomy and the reconception of his environment as an object of art.

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A Study of Implementation of Embedded RMON Probe (Embedded RMON Probe 구현에 관한 연구)

  • 김대수;김태일;이형호
    • Proceedings of the IEEK Conference
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    • 2001.06a
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    • pp.265-268
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    • 2001
  • 인터넷접속자의 숫자가 점차 증가하고, 실시간 방송, 동영상등의 서비스의 다양성으로 인하여 사용자의 평균 망 접속시간이 증가하게 되었다 또, 시간대별 네트워크상의 데이터량의 변화는 ISP(Iternet Service Provider)로 하여금 사용자에게 안정적인 네트워크서비스를 제공하는데 어려움이 뒤따르게된다 이러한 측면에서 살펴볼 때 망관리의 중요성은 새삼 강조할 필요가 없다. 본 논문에서는 망 관리자로 하여금 SNMP를 이용하여 최상위 매니저Central Manager)와 RMON Probe간에 주기적으로 데이터 교환 시에 네트워크리소스를 적지 않게 사용하여 네트워크퍼포먼스에 영향을 미치게되므로 데이터 교환 시에 부하(load)를 최소화하도록 하여 망 관리자가 네트워크의 퍼포먼스에 영향을 주지 않으면서 효율적인 망 관리를 할 수 있도록 하는 Embedded RMON(Remote Network Monitoring)Probe 구현에 관하여 제안하고자 한다.

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A study of space-performance with applied digital technology (디지털 메체를 적용한 퍼포먼스 행위적 공간연출에 관한 연구)

  • 황현숙;류호창
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2001.05a
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    • pp.100-105
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    • 2001
  • The space in today's digital era is developing in a new direction with the changing paradigm, which is different from that in the analog era. The space that appeals to the advanced technology mobilizes all the five senses of the space user with the technical elements of the more variable fields and aesthetic productions, and creates an interactive environment by motivating the user's active participation through the digital media. The environmental device called digital media connects the function pace with living performance. Unlike in the analog space, the different sides of the digital media space create a human consciousness that corresponds to the realistic ambience, further contributing to the lively condition. For the main production technique in the digital medias performance-active space, there are electronic image production, changeable production, impromptu-active production, light and sound production, and total artistic production that lead to the progressive interaction between man and space.

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Cultural Control through Performances in the Newsroom: A Case Study of Chosun Ilbo (사주의 퍼포먼스와 신문 조직의 문화적 통제: 조선일보 사례를 중심으로)

  • Kim, Kun-Woo;Kim, Kyun
    • Korean journal of communication and information
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    • v.62
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    • pp.223-243
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    • 2013
  • Value collision takes place in the news organization at times. The concept of social responsibility has been serving as the raison d'$\hat{e}$tre not just of individual reporters but eventually of journalism in general. But when the organizational interests are at stake, more realistic values contributing to the organization often override the normative values. This phenomenon occurs since there exists a clear discrepancy between the nominally highlighted values and the virtual values of press owner or news organization. Focusing on Chosun Ilbo, this paper tries to identify the values a news organization really underlines and pursues, and explores the nature of organizational culture embedded in these values. In specific, this study analyzes such performances as ceremonies and rituals, regular or occasional, in Chosun Ilbo, since these are cultural practices which produce and circulate particular meanings and values forming the basis of organizational culture. According to this study, 'strong unity' is the core value which the owner family in Chosun Ilbo has ever been spotlighting. As long as the strong unity is stressed, the role playing as members of news organization for its interest is more highly regarded than carrying out the normative missions given unto the journalists in general.

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Evaluation of Human Factors on Autostereoscopic 3D Viewing by Using Auditory Stimuli (청각자극을 이용한 무안경방식 3D 영상의 휴먼팩터 평가)

  • Mun, Sungchul;Cho, Sungjin;Park, Min-Chul
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.11
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    • pp.1000-1009
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    • 2013
  • This study investigated changes in behavioral performance before and after watching a multi-view 3D content by using auditory stimuli based on the selective attention theory in order to quantitatively evaluate 3D visual fatigue. Twenty-one undergraduates were asked to report on their current visual and physical condition both in the pre- and post-experiment. A selective attention task was conducted before and after mobile 3D viewing to compare the changes in performance. After performing a Wilcoxon's matched-pairs signed-ranks test on the subjective ratings of 3D visual fatigue, participants were categorized into two groups, unfatigued and fatigued group with a definite criterion. For the unfatigued group, no significant fatigue effects were found in behavioral response times and accuracies to specific auditory targets. In sharply contrast to the unfatigued group, the fatigued group showed significantly delayed response times and less response accuracies. However, no significant changes in accuracies for a working memory task were observed in both groups.

Social Constructivism Revisited Focusing on the Controversies with History of Technology (사회구성주의의 재검토: 기술사와의 논쟁을 중심으로)

  • Song Sung-Soo
    • Journal of Science and Technology Studies
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    • v.2 no.2 s.4
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    • pp.55-89
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    • 2002
  • The purpose of this article is to examine and assess the main issues in social constructivism with reference to the history of technology. Social constructivism, as an alternative explanation to technological change, has developed its points actively responding to various criticisms. Historians of technology have joined in dialogues with social constructivists through controversies about narrative vs theory, reliability vs performance, and evolution of bicycle. Social constructivists tend to use new jargons excessively, don't deal historical materials rigorously, and don't consider content-dependency sufficiently. To apply social constructivism to Korean cases many problems should be identified including the deficiency of historical materials, the importance of technological learning, and the peculiarity of relevant social group.

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Network Technology-based Aesthetic Practices: Focused on the Digital Activism of Electronic Disturbance Theater (네트워크 테크놀로지 기반의 미적 실천: 전자교란극단의 디지털 행동주의를 중심으로)

  • Shan Lim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.215-220
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    • 2023
  • Network technology used as a physical interface to retrieve, store, and exchange data is leading the era of data capitalism in the 21st century. The capacity of network technology dominates almost all communication in everyday life, and makes social understanding and experiences in the physical world visible in cyberspace. The movements of human bodies and objects in cyberspace are placed in a social context. This paper paid attention to these phenomena and examined the cases of activism that raised real problems through cyberspace. In particular, the focus of the study is the digital activism of the Electronic Disturbance Theater, which combines critical art and thinking for democracy with the realm of information and demonstrates aesthetic imagination. The first chapter of the main body briefly outlines the meaning activism as a social movement in cyberspace. The second chapter looks back on the alternatives of <FloodNet>, which represents the early activism performance of EDT. And then in the last chapter, the poetic significance of the <Transborder Immigrant Tool> is analyzed. Through this process, this paper demonstrates that the activism performance of the EDT is a critical aesthetics that encourages imagination for alternatives. It also argues that Electronic Disturbance Theater has contemporary value as an avant-garde art that actively utilizes the medium of network technology and integrates performance art and politics.

A Re-analysis of the Effects of Individual Personality and Idea Stimulation on Idea Generation Performance (외향성·내향성 성격 차이가 그룹 아이디어 생산에 미치는 영향에 관한 연구의 재해석)

  • Jung, Joung-Ho
    • The Journal of Information Systems
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    • v.24 no.3
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    • pp.133-154
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    • 2015
  • Purpose This study re-analyzes Jung 2012's data using the time interval based analysis to examine if the process of idea generation is in good currency throughout the ideation sessions. In this way, the relationship between extraversion-introversion personality trait and ideation performance in the context of computer-mediated idea generation can be better understood. Design/methodology/approach A $2{\times}4$ factorial design was used, crossing personality differences (extraversion and introversion) with the degree of stimuli (0, 20, 40, and 80 high-quality ideas). Participants were randomly assigned to one of eight treatment conditions. The group simulator is used to measure individual level performance. The number of unique ideas generated by individuals and the exact time stamp when each idea was submitted were analyzed to compare performances. Findings The results show that introverts' performances significantly drops after about the middle stage of the ideation session, whereas extraverts do not seem to feel time constraints throughout the ideation session, resulting in superior divergent thinking, which is a major key to understand creative productivity in the problem-solving process. Since extraverts tend to yield a larger pool of ideas, another interpretation is that group composition with extraverts compared with introverts may create a logically larger group, which is important to improve the performance of idea generation group.