• Title/Summary/Keyword: 후원

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Study on Mies' office projects in Germany through an analysis of Formal Types (형태 유형 분석을 통해 본 미스 반 데어 로에의 독일시대 사무소 건축에 관한 연구)

  • Kim, Chul-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.10
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    • pp.6372-6378
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    • 2014
  • This study examined the formal types and public space of Mies van der Rohe's office designs in Germany. The characteristics of the formal types, the relationship between public space and formal types, and the composition of public space were analyzed by hierarchy with perspective drawings and plans. The conclusions were as follows. Mies used the formal types, such as U shape and I shape in his early days. Later, he adopted the curved shape and tried to fragment the forms by combining the curved shape with an I shape. Mies designed the entry space in front of the simple formal types. The curved shape was used to create various hierarchical courtyards and rear gardens. The results suggest that Mies developed his own ideas on the formal types and public space utilizing a variety of methods.

컴퓨터 表示 可能數에 관하여

  • 이기호
    • Communications of the Korean Institute of Information Scientists and Engineers
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    • v.1 no.1
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    • pp.75-79
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    • 1983
  • 現代 컴퓨터의 연산장치(Arithmetic unit)의 design을 하는데 있어서 가장 중요하게 요구점점되는 點은 계산의 속도(Computational speed)와 計算의 정확성 (Computational accuracy)이라고 보겠다. 여기서는 정보처리기(Information processor)로서 또는 非數理的인 연산(Non-numeric operation)을 위한 도구로서 보다는 數理的 연산(Arithmetic)을 수행하는 도구로서의 컴퓨터 연산에 限해서만 論하고자 한다. 대개의 경우 기계를 고안하는 사람들은 계사의 속도에 對해서는 특별한 관심을 갖고 그러한 목적에 맞는 기계를 만들어 낼려고 하지만 數値의 정 확성(Numerical accuracy)에 對해서ㅡ 등한시했던 경우가 많았다고 보겠다. 그러 나 이 두 條件 즉 빠른 속도 틀림없는 정확성을 同時에 충족 시키고자 하는 것이 기계 고안자들의 理想 목포가 되는 것은 사시링다. 여기에 수반도는 문제는 제작 비를 고려하지 않을 수 없다는 것이다. 정화하고 빠른 operation을 할 수 있는 기 계는 너무 비싼 제작비가 들기 때문에 사용목적에 적절하게 두 문제를 절충하여 고려하는 것이 일반적이라 하겠다. 初期의 컴퓨터는 한 Word(Computer Word)로 서 36개의 bit를 사용한 것이 많았다고 본다. 그러나 1961년 4月 Tennessee에서 Oak Riage National Laboratory와 The Society for Industril and Applied Mathematics 후원하에 일주일에 걸친 국제회의가 열렸었는데 거기 모인 거의 모 든 學者들이 앞으로의 과학 연구용 컴퓨터(Scientific Computer)의 한 Word의 길 이는 적어도 48bit 이상으로 증가시켜야 된다는데 의견을 모았었다고 한다. 이제 rounding error의 성향(begavior)을 알아보기 위한 간단한 例를 들어 봄으로써 이 글을 쓰는 동기으 일면을 대신하고자 한다.

Cambodia in 2016: Democracy Regressed (캄보디아 2016: 민주주의의 퇴행)

  • JEONG, Yeon Sik
    • The Southeast Asian review
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    • v.27 no.1
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    • pp.193-219
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    • 2017
  • The year 2016 in Cambodia witnessed the regression of Cambodian democracy. Political oppression and manipulation executed by the ruling Cambodian People's Party destroyed democracy and civil society. The patronage politics operating on the age-old patron-client relations was invigorated as the financial demands for populist policies amounted. The economy continued its growth in 2016. Yet serious problems embedded in its very structure began to surface as the situation in and outside became less promising. Concerning international relations, the year 2016 marked conspicuous pro-China policies, which may cause unexpected friction with neighboring countries in the future.

The Effect of the Technical and Virtual Creator Characteristics of Vtuber's Personal Broadcasting on Pleasure, Satisfaction, and Paid Sponsorship Intention: Based on the S-O-R Model (브이튜버(Vtuber) 개인방송의 기술적 특성과 가상 크리에이터 특성이 즐거움, 시청만족도 및 유료후원의도에 미치는 영향: S-O-R 모델을 기반으로)

  • Jin, Chengjun;Yang, Sung-Byung;Yoon, Sang-Hyeak
    • Journal of Information Technology Services
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    • v.21 no.5
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    • pp.107-127
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    • 2022
  • Personal broadcasting utilizing Vtuber, a virtual creator made of 2D or 3D avatars, has recently appeared and is growing in popularity. Vtuber is a virtual person who broadcasts on the Internet using 2D or 3D avatars with real-time motion capture and computer graphics technologies. While the personal broadcasting industry utilizing Vtuber is proliferating, related studies have mainly concentrated on technical issues. Therefore, in this study, the antecedent factors that form the technical characteristics and virtual creator characteristics of Vtuber personal broadcasting are derived using the Stimulus-Organism-Response (S-O-R) model. Then the effect of these factors on viewer pleasure and satisfaction, which lead to increased paid sponsorship is to be examined. Furthermore, we investigate how this influencing mechanism fluctuates based on the avatar type (2D vs. 3D). This study contributes to empirical examinations of viewers' paid sponsorship intention in Vtuber personal broadcasting through the S-O-R model. It also offers insights that technological or virtual creator characteristics could improve viewers' pleasure, satisfaction, and even paid sponsorship.

The Effect of High Performance Work System on Research Performance: The Moderated Mediation Effect of Perceived Organizational Support (고성과작업시스템이 연구성과에 미치는 효과: 조직후원인식의 조절된 매개효과)

  • Eun-Sun Park
    • Asia-Pacific Journal of Business
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    • v.15 no.1
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    • pp.159-177
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    • 2024
  • Purpose - The purpose of this study is to reveal the effect of a High Performance Work System(HWPS) on research performance. In addition, this study examines the mediation effect of Innovation Commitment(IC) and the moderated mediation effect of Perceived Organizational Support(POS), and seeks to reveal the antecedents and boundary variables that affect research performance. Design/methodology/approach - The level of analysis is at the individual level. A survey was collected from researchers at government-funded research institutes in the Daejeon and Sejong areas. 265 questionnaires were used in the final statistical analysis. Confirmatory factor analysis was performed using the AMOS 21. Correlation analysis, regression analysis, and bootstrapping by Process Macro were performed using the SPSS 19. Findings - As a result of the study, HWPS has a positive effect on IC, and IC has a positive effect on research performance. Through this results, it was found that IC mediates the relationship between the HPWS and research performance. In addition, POS positively moderated the mediating effect of HPWS on research performance through IC. Research implications or Originality - First, IC can be increased through a HPWS. Second, the effect of the HWPS on individual research performance through IC provides implications that the HWPS can be effectively applied not only to general companies but also to research organizations. Third, the boundary effect of POS was revealed. Fourth, research performance was measured through objective quantitative indicators rather than subjective.

A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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A Study on the Effectiveness of Design Management through Design Distribution System (Design Distribution System을 통한 디자인 운영 효용성에 관한 연구)

  • Bong, Hye-jin
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1061-1068
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    • 2018
  • Design is already an integral part of our lives and is in many different forms. Creating a variety of designs has made it more important to establish the value of the design, and maintaining consistency through correct use and distribution of the developed design as important as development. The 2018 Pyeongchang Winter Olympic Games and the Winter Paralympics, which were held at the groval level, played an important role in creating and operating diverse contents to promote Korea to the world. He created emblems with the motif of " Hangul, " which can reflect Korean characteristics, and a mascot that reveals the identity of the competition. The generated contents were created as design guides for the convenience of users (sponsors, media, relevant agencies, etc.) and managed through the Design Distribution System (DDS). The researcher wants to determine the effectiveness and value of the design distribution and management system based on the results obtained by operating the DDS of POCOG.

Evaluation of Served Menu and Management of Foodservice in Korean Buddhist Temples (전국 주요 사찰의 후원(부엌) 현황 및 제공 식단의 분석 - 식단 유형을 중심으로 -)

  • Kim Jin-A;Lee Sim-Yeol
    • Journal of the East Asian Society of Dietary Life
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    • v.16 no.2
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    • pp.215-225
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    • 2006
  • This study was peformed to evaluate the served menu and investigate the management of food service in Korean Buddhist temples. Among the available temples in the nation, 34 temples were carefully selected considering practice type, location and the gender characteristics. A survey about meal preparation and management was conducted to the cooking staff in each the temple using questionnaire by interview between Jan 2004 and Aug 2004. The menus over A five consecutive days menu was were also collected for analysis to analyse. Civilian cooking staffs were preparing meals in 23(67.6%) of the temples and the proportion 18(52.9%) of the temples were planning their own the menus was 52.9%. Most kitchens in the temples were equipped with modernized kitchen appliances. The major food supply was the conventional market Even though the majority of the temples were using processed food, Korean fermented sauces as the most traditional temple food products were prepared by themselves. There were 114 menu patterns and the most frequently served meal pattern was ${\ulcorner}Rice+Soup+Kimchi+3{\sim}4\;side\;dishes{\lrcorner}$. Analyzing from the cultural characteristics point of view, the most frequently served dish type was 'Korean'(90%), while other types were 'modified Korean'(3.7%) and 'Western'(2.7%). The varieties of Various 438 different dishes provided were 438 provided and with Kimchies (19.8%), Seasoned vegetables(16.8%) and Rice(11.0%) being the highest were high in frequency when dishes were categorized into dish classes. Among the main dishes, the frequency of gruel(13.7%) was relatively high. These results suggest the need to conduct Based upon the results found, it was required to continue further research about preserving and inheriting the originality and uniqueness of the temple food.

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Factor Analysis of the Motivation on Crowdfunding Participants : An Empirical Study of Funder Centered Reward-type Platform (Crowdfunding 활성화를 위한 투자자 동기요인 분석 : 후원형(Reward) 플랫폼의 투자자(Funder)를 중심으로)

  • Lee, Chae Rin;Lee, Jung Hoon;Shin, Dong Young
    • The Journal of Society for e-Business Studies
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    • v.20 no.1
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    • pp.137-151
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    • 2015
  • Crowdfunding is a novel method for funding from many individuals using web based platform often in return for products or equity. It allows individual entrepreneurs to create diverse products and services. This thesis elaborates a theoretical foundation for identifying the factors that must have motivated the funders in sponsoring crowdfunding projects. Based on the motivation theory, the proposed research model is constructed with intrinsic and extrinsic motivations from relevant literatures. We also examined how different crowdfunding modes ('Keeping It All' and 'All or Nothing') moderate the proposed research model. Based on the survey from various crowdfunding service providers in Korea, this empirical study found that continuous participation in crowdfunding is positively correlated with factors such as enjoyment, familiarity, agency credibility and reward, while peer-influence shows negative correlation. Furthermore, moderating effects of funding modes significantly affect continuous participation. These empirical results contribute insights on the emerging phenomenon of crowdfunding from funders' perspectives and shed lights more on the ways that the actions of platform providers may affect their ability to receive entrepreneurial financing.

Public Health Measures in Trematode Control in Asia (아세아(亞細亞)에 있어서 흡충류감염(吸蟲類感染) 방어(防禦)를 위한 공중보건학적(公衆保健學的) 조치(措置))

  • Rim, Han-Jong
    • Journal of agricultural medicine and community health
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    • v.13 no.1
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    • pp.82-87
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    • 1988
  • 사람의 흡충류감염(吸蟲類感染)은 대부분(大部分) 열대(熟帶) 및 동부아세아지역(東部亞細亞地域) 여러 국가(國家)에서 발생(發生)한다. 주혈흡충증(住血吸蟲症), 간흡충증(肝吸蟲症), 태국간흡충증(泰國肝吸蟲症), 간흡충증(肝吸蟲症), 요꼬가와흡충증(吸蟲症), 이형이형흡충증(異型異型吸蟲症) 및 폐대흡충증(肺大吸蟲症)등은 어떤 일부(一部) 아세아국가(亞細亞國家)에 있어서 공중보건상(公衆保健上) 중요(重要)한 문제(間題)가 되어 있다. 이와 같은 패류매개성기생충감염(貝類媒介性寄生蟲感染)은 풍토병(風土病)을 일으키고 있다. 사람들의 생활습관은 풍토병을 일으키게될 원인이 될 뿐만 아니라 때로는 그 질병(疾病)을 유행(流行) 전파(傳播)시키는 기본적 요소가 되기도 한다. 주혈흡충을 제외한 흡충류감염은 우리가 중간숙주(中間宿主)을 먹었을때 그곳에 있었던 피낭유충(被囊幼蟲)에 의하여 감염이 이루어 진다. 식물(植物)의 생식(生殖)(간질(肝蛭), 폐대흡충(肺大吸蟲)), 게 및 가재 생식(폐흡충), 민물고기 생식(간흡충, 요꼬가와흡충, 이형이형흡충), 또는 우렁이 생식(극구흡충(棘口吸蟲)), 기타(몇가지 우연적감염(偶然的感染))등은 사람의 흡충류감염의 주 원인이 되는 것이다. 한편 주혈흡충 감염은 요염수원(汚染水源)에 접촉한 피부을 뚫고 들어온 쎌카리아 유충(幼蟲)에 노출되기 때문에 일어난다. 흡충류감염에 대하여 예방과 방어에 관한 공중보건학적 조치는 많다. 이들의 조치중에는 화학요법에 의한 감염원을 감소시키는 것, 패류숙주의 박멸, 만족할만한 위생시설의 비치, 급수시설, 보건교육, 진단기술의 보급, 환경관리 및 개선 등이 포함된다. 그러나 감염자들에 대한 화학요법은 가장 빠르고 효과적인 억제방법인 것으로 나타나고 있다. 흡충류감염을 예방하는데 있어서 가장 중요한 변화는 프라지콴텔과 같은 신약의 개발이었다. 프라지콴텔은 모든 종류의 주혈흡충, 간흡충, 폐흡충 및 여러가지 장내기생 흡충류등 사람의 병원성흡충류에 대한 치료제로서 가장 좋은 특효약이다. 흡충류감염이 중요한 보건문제가 되어 있는 곳에서는 그 예방과 억제책에 있어서 장단기계획(長短期計劃)을 수립하는 것이 좋을 것 같다. 단기는 집단화학요법을 조기에 실시하여야 하고 자기는 "비특이성 기구"로써, 예를들면 위생시설 및 급수시설의 설치, 보건교육등으로 감염을 감소시켜 감염유지 수준이하로 보지(保持)시키는 것이다. 이와같은 억제조치를 착실히 수행하기 위하여 많은일이 있다. 예를 들면 집단참여, 역학적 조사, 약물의 공급, 환경관리, 보건교육, 지역사회관련, 일차보건 진료와의 협조 및 재정후원등에 대하여 검토하고 연구하여야 할 것이다.

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