• Title/Summary/Keyword: 협력적 정보 행동

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A Study on Marketing Strategies for School Library (학교도서관 서비스 체제 강화를 위한 마케팅 전략의 적용)

  • Kim, Jong-Sung
    • Journal of Korean Library and Information Science Society
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    • v.38 no.2
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    • pp.373-397
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    • 2007
  • The purpose of this paper is to discuss marketing strategies for school library. The writer divided marketing environment of school library into macro-external environment, micro-external environment, substantial environment, and operational environment. And analyzed characteristics of four target audiences-school administrator, teachers, students, and parents and local society-for school library marketing and suggested approach strategies to each target audiences. Four communication strategies of school library media specialist for effective marketing are discussed ; administrative communication, behavioral communication, cooperative communication, and social communication.

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Wireless-Powered Cooperative Multihop Transmission Method (무선 전력공급 기반 협력적 멀티홉 전송 방법)

  • Choi, Hyun-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.499-502
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    • 2018
  • We propose a wireless-powered multihop transmission scheme using inter-node cooperation in a linear network topology. The proposed protocol determines the energy transfer time for each node to make the lifetime of the each node be equal in order to maximize the lifetime of the multihop path. To make the lifetime of each node the same, we apply the flocking algorithm which imitates the behavior of a bird flock flying at the same velocity, so that the lifetime of the nodes is averaged locally. Simulation results show that the proposed algorithm can maximize the lifetime of the multihop path by making all nodes have the same lifetime.

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A Study on Library Users' Intention to Use in a Hybrid Environment of Academic Library (하이브리드 대학도서관 환경에서의 도서관 이용자의 이용 의도에 관한 연구)

  • Han, Jiyeon;Moon, Sung-Been
    • Journal of the Korean Society for information Management
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    • v.37 no.3
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    • pp.275-299
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    • 2020
  • This study investigates the factors affecting behavioral intention of professors and students at universities to use academic libraries in a hybrid library environment where a traditional physical library is combined with a digital library that is centered on online information use. The structural relationships among factors were also analyzed in this study by utilizing a combined behavioural model which was based on TPB and TAM. This study identified users' intention to use academic libraries according to changes in the use environment, and the findings of this study bring a valuable meaning to library administrators for setting up the strategic plan for the future of academic libraries. The results of this study imply that academic libraries should strategically setup an effective and efficient operating plan based on awareness, attention and cooperation, in order to survive as well as to accomplish balanced growth in rapidly changing environment.

A Study on for Multi-Agent System Development using Learning Method (학습기법을 이용한 멀티에이전트 시스템 개발에 관한 연구)

  • Lee, Hang-Ran;Park, Seng-Su;Lee, Mal-Rey
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10a
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    • pp.597-600
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    • 2001
  • 멀티에이전트 시스템은 분산적이고 개방적인 인터넷 환경에 잘 부합된다. 멀티 에이전트 시스템에서는 각 에이전트들이 자신의 목적을 위해 행동하기 때문에 에이전트간 충돌이 발생하는 경우에 조정을 통해 협력할 수 있어야 한다. 그러나 기존의 멀티 에이전트 시스템에서의 에이전트 간 협력 방법에 관한 연구 방법들은 동적 환경에서 서로 다른 목적을 갖는 에이전트간의 협동 문제를 올바로 해결할 수 없다는 문제가 있었다. 본 논문에서는 신경망과 강화학습을 이용하여 목적 패턴을 정확히 결정할 수 없는 복잡하고 동적인 환경에 멀티 에이전트의 시스템 모델을 제안한다.

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The Information Worlds of Online Role-Players (온라인 롤 플레이어의 정보 세계)

  • Hollister, Jonathan M.
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.2
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    • pp.223-266
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    • 2020
  • Massively Multiplayer Online Role-Playing Games (MMORPGs) are played by millions of people around the world. Within MMORPGs, players explore, solve mysteries, craft items, battle against dungeon or raid bosses, or compete against other players, all while using a variety of information and information behaviors. Role-players in MMORPGs develop identities and engage in interactive storytelling with other role-players as their characters. An ethnographic approach combining overt participant observation and engagement, semi-structured interviews, and artifact collection was used to explore and describe the social information behaviors of role-players through the lens of the theory of information worlds. The social types evident in the role-playing community in WildStar, a science fantasy-themed MMORPG, are closely interrelated to and differentiated by social norms and information values that dictate acceptable characters, stories, character actions, and appropriate lore sources as well as how to role-play without violating the boundary between in- and out-of-character information worlds. Role-players maintained the in-character and out-of-character boundary using a set of specific information behaviors to enable engaging and immersive role-playing experiences. Implications of the findings for the theory of information worlds as well as potential applications of role-playing and MMORPGs are also discussed.

A Comparative Analysis of the Method of Evaluation of Character Competence in High School Chemistry Classes Based on Collaborative Problem-Solving for Competency(CoProC) Instruction Model (협력적 문제해결 중심 교수모델(CoProC)을 적용한 고등학교 화학 수업에서의 인성역량 평가 방법에 대한 비교 분석)

  • Kim, Minjung;Park, Jihun;Park, Jongseok;Son, Jeongwoo;Nam, Jeonghee
    • Journal of the Korean Chemical Society
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    • v.65 no.2
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    • pp.151-165
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    • 2021
  • The study applied chemistry classes based on Collaborative Problem-Solving for Competency(CoProC) Instruction Model to 86 high school seniors and recognized the resulting changes in Character Competence through character competence test, analysis of argumentation, and analysis of reflective writing. In addition, the analysis of the correlation between the assessment results showed what each evaluation method meant to assess Character Competence. The study found that the average score of Character Competence rose in all three assessments, but differences were found in the detailed factors. Character competency test is meaningful in helping students participate with a sense of mastery of learning as a self-evaluation, and the analysis of the argumentation process seems to be an appropriate evaluation method to evaluate the Character Competence shown by students' words and actions through course evaluations. An analysis of reflective writing showed the advantage of being able to analyze Character competencies that are difficult to show in action by looking back on the entire course of learning. In addition, given that the correlation between the three assessment results is very low, it is expected that the three Character competency assessment methods will be conducted together to obtain detailed and comprehensive information on students' character competencies.

Student-, School-, and ICT-Factors Predicting Computer-based Collaborative Problem Solving: Focusing on Analyses of Multi-level Models (컴퓨터 기반의 협력적 문제해결력 성취를 예측하는 학생과 학교 및 ICT 요인 : 다층모형 분석을 중심으로)

  • Lim, Hyo Jin;Lee, Soon Young
    • Journal of The Korean Association of Information Education
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    • v.22 no.4
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    • pp.457-471
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    • 2018
  • This study examined student- and school-level background and ICT factors that affected PISA 2015 Collaborative Problem Solving (CPS) for Korean students (4863 students from 142 high schools). A two-level hierarchical linear model (HLM) was analyzed from the basic model (model 1) with no predictors to the final model (model 5) with all predictors. Results showed that first, gender, socioeconomic/cultural backgrounds, cooperation level positively predicted CPS scores while perceived unfairness of teacher negatively predicted the outcome. Second, the more frequently ICT was used for out-of-school learning purposes, the less frequently ICT was used for entertainment purposes, and the less frequently ICT was used in schools, the higher CPS scores were. Considering ICT autonomy and social interaction variables measured for the first time in PISA 2015, students who were more interested in ICT and more autonomous in using ICT devices achieved higher CPS scores. On the other hand, the more students considered ICT important as social interaction, the less they gained CPS scores. Third, in terms of school-level characteristics, the smaller the students behavior detrimental to learning, the higher the teachers perceived positive working environment, and the fewer the number of computers available per student, the higher CPS scores were. To facilitate computer-based collaborative problem-solving competence, it is important for students to have interest and autonomy in using ICT. In addition, the guidelines of ICT use and SW curriculum need to be established in order to increase the effectiveness of using ICT device in school.

The Effects of Shared Leadership on Team Efficacy, Team Organizational Citizenship Behavior, and Turnover Intentions (공유리더십이 팀효능감과 팀조직시민행동, 이직의도에 미치는 영향)

  • Young-Min Choi ;Na-Young Han
    • Journal of Korea Society of Industrial Information Systems
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    • v.28 no.4
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    • pp.45-58
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    • 2023
  • In a world of uncertainty and complexity, leadership is essential to lead collaborative and positive interactions among employees. In other words, if members share opinions and work through voluntary leadership, they will respond more effectively to uncertain challenges and get closer to the targeted management performance. Therefore, in this study, we would like to elucidate the importance of shared leadership, which has recently become an issue. We will examine the impact of shared leadership on team efficacy, team organizational citizenship behavior, and turnover intention. A survey was conducted among members working in a team organization in Busan, and the results were as follows. First, the effects of shared leadership on team efficacy were found to have significant positive(+) effects, such as the hypotheses set at planning and organizing 0.202(C.R.=2.853), problem solving 0.463(C.R.=5.620), support and caring 0.237(C.R.=3.326), and development and mentoring 0.366(C.R.=5.132), respectively. Second, the effects of team efficacy on team organizational citizenship behavior and turnover intention were 0.545(C.R.=5.895) and -0.143(C.R.=-0.817), respectively, and team efficacy was found to have a positive(+)positive(+) effect on team organizational citizenship behavior, but team efficacy did not have a significant effect on turnover intention.

Designs for Self-Enforcing International Environmental Coordination (자기 강제적인 국제환경 협력을 위한 구상)

  • Hwang, Uk
    • Environmental and Resource Economics Review
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    • v.15 no.5
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    • pp.827-858
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    • 2006
  • The paper presents game theoretic models for self-enforcing coalition formation in order to sustain effective international environmental agreements(IEAs). The model analyzes how the intrinsically strategic nature of a government's environmental policies(the emission allowance standard) calls for rules to sustain an IEA. Focusing on the recent theoretical developments in the infinitely repeated game, the paper introduces some mechanisms to show how self-interested sovereign countries are cooperatively able to maintain an IEA rather than defect to initially profit at the expense of a pollution heaven later on. For a more realistic case needed to sustain an IEA, an optimal international environmental policy with both signatories and non-signatories under imperfect monitoring is also explored. In this extension of the model, the derivation process for a critical discount factor, a trigger price level and the length of punishment period is briefly discussed.

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Development and Application of a Collaborative-Reflection Instructional Model by using Meta-Cognition in Computer Skill Education (컴퓨터 기능 교육에서 초인지를 이용한 협력적 성찰 수업모형의 개발 및 적용)

  • Kim, Kap-Su;Lee, Mi-Sook
    • Journal of The Korean Association of Information Education
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    • v.9 no.2
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    • pp.339-348
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    • 2005
  • The trend of the computer education is shifting from problem-solving in the real world and using functions for it to behavioristic perspectives which encourage people to acquire the functions simply according to the applying programs of well-known companies. Thus, this research studies the computer instructional model which emphasizes the basic computer education and connections to the real world at the same time. In the constructivistic perspectives, this model emphasizes the learners activities, their using of meta-cognitive strategies to reflect their level of the lesson and collaborative-reflective learning of problem-solving. The research applied in the real computer skill education and according to the result of the research, I could find the experimental group got high level of learning achievement and this benefits to the high level group rather than low and middle group.

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