• 제목/요약/키워드: Creation model

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Competency Model Development for Job Creation for Undergraduate Students: Focusing on Undergraduate Students Preparing for Franchise Job Creation

  • PARK, Hyun-Kyung;LEE, Sang Seub
    • 한국프랜차이즈경영연구
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    • 제11권3호
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    • pp.27-41
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    • 2020
  • Purpose: This study was conducted for purpose to derive a model of the founding competency of undergraduate students preparing for job creation. We want to support undergraduate students who are preparing to start a job creation so that they can successfully start a job creation. In Korea, research on entrepreneurship competency has been actively conducted for a variety of subjects including undergraduate students, but research on job creation competency is insufficient. To this end, we intend to contribute to the success of undergraduate students preparing for job creation by deriving a job competency model. Research design, data, and methodology: In order to derive job creation competency, interviews were conducted with best practices in the job creation activity process, and the job creation competency was derived using Spencer and Spencer's competency model development process and competency dictionary. Result: The derived competencies were further supplemented through the verification of job creation experts and HRD experts, and a total of 3 competency groups, 13 competences, and 44 specific actions were derived. The derived job creation competency model is significant in that it is an initial study that attempts to develop job creation competency, that it can be a reference point for developing curriculum for undergraduate students preparing for job creation, and that they have developed a competency model in the new field of job creation. However, despite this significance, there are some limitations. First, the derived competency model did not perform validity verification using quantitative research. Second, the difference analysis between the excellent group and the average group was not conducted. Third, the level of behaviors could not be staged. Lastly, it was not possible to compare it with the competency of franchisor and job creation for undergraduate student competency. Therefore, it is necessary to upgrade the job creation competency model by conducting follow-up studies. The following is suggested as a follow-up study. First, verification of the validity of job creation competency, and second, a comparative study of excellent cases and average group. Third, a study on the level of action level of job creation competency. Lastly, it is a comparative study of job creation competency and the competency of franchise affiliates.

개인과 집단의 특성이 지식창출에 미치는 영향 (The Effect of Individual and Team Characteristics on Knowledge Creation : An Analysis by Hierarchical Linear Model (HLM))

  • 강소라;김민선
    • Journal of Information Technology Applications and Management
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    • 제17권4호
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    • pp.19-38
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    • 2010
  • This paper investigates the effect of stress on knowledge creation. The goal stress of resource inadequacy and job stress had negative influences on knowledge creation. However, the cohesion and mastery climate of team had positive influence on knowledge creation. Therefore this paper verifies the moderate role of the cohesion and mastery climate of team on the relationship between stress and knowledge creation. The model developed was tested using data collected from knowledge based industry with 375 members in 69 teams in 12 different firms. A Hierarchical Linear Model (HLM) was used to test the hypotheses generated from the model. Results show that job stress had a negative influence on knowledge creation as we expected but the goal stress didn't. The mastery climate of team affected knowledge creation positively and moderated the relationship between the goal stress and knowledge creation. Furthermore, the team cohesion had a positive influence on knowledge creation. The study provided some implications that practitioners should consider the stress when they design jobs for team members and suggest them the way to manage their job stress when they work.

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전뇌 이론과 창의적 사고 도구를 활용한 창의적 지식 창출 모형의 산업적 적용에 관한 연구 (Investigation into Industrial Application of Creative Knowledge Creation Model Using Whole Brain Theory and Creative Thinking Tools)

  • 조주형;양동열;최병규
    • 지식경영연구
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    • 제6권2호
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    • pp.1-22
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    • 2005
  • Knowledge is recognized as the most important asset among enterprises. Therefore, the necessity of knowledge management is ever on the increase nowadays. While many people have endeavored to develop knowledge storage, sharing and usage, knowledge creation is not sufficiently investigated for practical application, because knowledge creation is largely related to creativity and difficult to establish a systematic methodology. In order to overcome such problems, the creative knowledge creation model is proposed by using the whole brain theory and creative thinking tools. First of all, the creative knowledge creation model is based on the Nonaka's knowledge creation model integrated with the whole brain theory. The whole brain theory is then used as a standard to organize a whole brain team that is composed of members who have diverse thinking patterns. For creative thinking tools, the mandal-art and the contradiction matrix of TRIZ are used for a knowledge conversion. Each process of the creative knowledge creation model is sequentially suggested and several terms are defined. In order to verify the effectiveness of the creative knowledge creation model, the proposed model is applied to the development of a dishwasher with a new concept. According to the order of the proposed method, the model is applied twice in the cycle of spiral evolution. Three kinds of dish-washing methods have been developed using the proposed model. The results of the application are then analyzed and presented.

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콘텐츠 제작을 위한 소프트웨어 디자인 프레임워크 (Software Design Framework for Content Creation)

  • 오정민;문남미
    • 정보처리학회논문지:소프트웨어 및 데이터공학
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    • 제2권11호
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    • pp.815-822
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    • 2013
  • 최근에는 터치형 단말기에서 소비되는 어플리케이션 형태의 콘텐츠 제작을 지원하는 소프트웨어가 다양하게 등장하고 있는데 이러한 콘텐츠 제작 기반의 소프트웨어는 기존의 사용자 태스크와 다른 형태를 갖는다. 사용자 인터랙션을 고려하는 시점이 콘텐츠 제작과 소비, 양 측면에서 모두 중요한 역할을 담당하기 때문이다. 이러한 변화의 흐름 가운데 본 논문은 태스크 모델링에 기반을 둔 모델 기반 유저 인터페이스 개발(Model Based User Interface Design, MB-UID)과 사용 중심 디자인(Usage Centered Design, UCD) 모델을 기반으로 콘텐츠 제작 소프트웨어 유저 인터페이스 디자인 프레임워크를 새롭게 제시한다. 본 프레임워크는 비즈니스 규칙 모델, 제작 역할 모델, 제작 흐름 모델, 제작 행동모델, 표현 모델의 다섯 단계로 구성된다. 본 연구를 통해 콘텐츠 제작시 사용자와 소프트웨어 간의 인터랙션을 효율적으로 통제함과 동시에 콘텐츠 소비시 발생 가능한 사용자 인터랙션 유형을 콘텐츠 제작 단계에서 미리 고려할 수 있다.

청년층 일자리 창출문제에서 Co-creation적 해결방안에 관한 연구: 부산광역시를 중심으로 (A Study on the Youth Job Creation Problem Solving with a Co-creation Approach: Focusing on the Busan City)

  • 홍순구;이현미;한세억;김종원
    • 한국산업정보학회논문지
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    • 제20권1호
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    • pp.91-102
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    • 2015
  • 2000년 이후 우리나라 경제 성장세는 지속적으로 둔화되고 있으며, 저성장 기조에 따른 고용창출 역량도 같이 저하되고 있다. 이러한 성장정체와 고용창출 역량의 부족으로 인해 청년층 일자리 문제는 더욱 악화되고 있다. 이에 본 연구에서는 청년층 일자리 창출을 위해 co-creation적 문제해결 방안을 모색하고자 하였다. 이를 위해 먼저 청년층 일자리 창출문제와 관련된 최근 1년간의 신문기사 자료를 수집하여 근거이론으로 분석하여 청년층 일자리 창출에 관한 패러다임 모형을 도출하였다. 이를 토대로 프로세스과정 요소, IT기술의 활용 및 지역 특성, 문화 등의 환경적 요소, 법적 행정 및 제도적 요소의 3가지 요소로 구성된 청년층 일자리 창출개념모델을 제시하였다. 본 연구는 학문적으로 청년층 일자리 창출문제를 근거이론으로 분석함으로써 이 분야의 질적 연구의 확대에 기여하였고, 실무적으로는 청년층의 일자리 창출을 위한 정책적 시사점을 제시하였다.

공동가치창출을 위한 플랫폼 개념모델 (The Conceptual Model for a Co-creation Platform)

  • 홍순구;한세억;이현미;김종원
    • 한국산업정보학회논문지
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    • 제19권3호
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    • pp.127-136
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    • 2014
  • 경영의 새로운 패러다임으로 기업과 소비자를 넘어 모든 이해관계자들이 함께 공동으로 협력하여 새로운 가치를 창출하는 Co-creation이 부각되고 있다. 공동으로 새로운 가치를 창출하기 위해서는 기업과 다양한 이해관계자들의 소통이 중요하다. 사실 기업은 소비자와의 소통을 위해 인터넷, SNS 등의 IT 기술을 활용하여 보다 효과적으로 Co-creation을 실현하기 위해 노력하고 있다. 그러나 아직까지 Co-creation을 위해 기업마다 개별적인 웹사이트나 SNS를 활용하고 있어 체계적인 관리가 어렵고 IT 기술에 대한 중복투자의 우려도 있다. 이에 본 연구에서는 사례분석을 통해 Co-creation을 더욱 쉽고 편리하게 활용할 수 있도록 Co-creation 플랫폼 개념모델을 제시하였고 이를 전문가 검증을 통해 수정 보완 하였다. 본 연구는 플랫폼에 필요한 요구사항 및 기능들을 제시하여 Co-creation 플랫폼의 설계를 위한 기초자료를 제공하였다는 점에서 공헌도가 있다.

공동가치창출 경험이 소비자 태도에 미치는 영향: 소비자 동기의 조절효과를 중심으로 (Effects of Consumer Co-creation on Consumer Attitude: Moderating Roles of Consumer Motivation)

  • 손정민;강우성;강성호
    • 유통과학연구
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    • 제13권12호
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    • pp.105-111
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    • 2015
  • Purpose - Many global companies across industries are paying significant attention to co-creation activities, which enable consumers to participate in firms' value creation process, as a main model of new product development processes. In this study, we aim to examine different types of co-creation activities and their effects on consumer attitudes. We focus on upstream co-creation, downstream co-creation, autonomous co-creation, and sponsored co-creation. Upstream co-creation includes firms' control and management in the initial stage of new product development and prototype testing. Downstream co-creation indicates that consumers participate in firms-initiative activities at a later stage in new product development, such as public relations and marketing communications. Autonomous co-creation includes consumers' commitment activities in the absence of firms' rewards. However, under the sponsored co-creation, consumers can return monetary and social rewards from firms through their co-creation activities. The hypotheses regarding the effect of co-creation on consumer attitudes are as follows. (H1, H2, H3, H4) Upstream, downward, autonomous, and sponsored co-creation has positive effects on consumer attitude. (H5, H6) As intrinsic motivation increases, the positive effect of upstream and autonomous co-creation increases. (H7, H8) As extrinsic motivation increases, the positive effect of downward and sponsored co-creation increases. Research design, data, and methodology - To achieve our research goals, we analyzed responses from 246 samples from Korean consumers and verified the proposed hypotheses using a linear regression model. The samples include Korean consumers who experienced upstream, downstream, autonomous, and sponsored co-creation by firms. Results - First, both upstream co-creation and downstream co-creation with firms and consumers are found to have positive effects on consumer attitudes. Second, autonomous co-creation and sponsored co-creation are found to positively affect consumer attitudes. Third, consumers' intrinsic motivation has a fit-effect between upstream co-creation and autonomous co-creation, and their extrinsic motivation has a fit-effect between downstream co-creation and sponsored co-creation. Consumers who have strong intrinsic motivation are affected by upstream co-creation and autonomous co-creation. However, consumers who have strong extrinsic motivation are affected by downstream co-creation and sponsored co-creation. Conclusion - These results indicate that the fit between consumers' co-creation participation types and consumers'motivations is a significant factor in determining consumer attitudes. The results of this study imply that various types of consumer participation actually improve consumers' attitudes toward products and brands. In addition, our study also suggests that firms should consider the fit between co-creation types and consumers' motivations when they initiate co-creation activities. In this study, we survey consumers who participated in firms' co-creation activities. Future studies can compare different types of consumers. For instance, we can examine the different in different test by comparing experienced versus inexperienced consumers. Finally, we expand this research to user-generated content topics. This attending issue focuses on the mechanism that breaks down the boundaries and barriers between consumers and producers.

Co-creation 활용에 따른 중소제조업체의 기업성과에 관한 연구 (The impact of co-creation implementation on the performance of small and medium manufacturers: an empirical study)

  • 김동완;이상문;홍순구;김종원
    • 한국정보시스템학회지:정보시스템연구
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    • 제24권4호
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    • pp.1-19
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    • 2015
  • Purpose Co-creation is a form of collaboration to create joint values with participation of diverse interested parties. It has been introduced by large companies at an early stage and due to changes in management environment, the scope of its concept has been expanding to the SMM(Small and Medium Manufactures). The objective of this study is to examine the impact of Co-creation on SMM's non-financial and financial performance. Design/methodology/approach Based on literature review, the research model was developed. To test this research model, we collected 188 questionnaires with SMM which utilized Co-creation and supplied parts to the companies. The t-test and ANOVA were employed for the analysis of data Findings The research result showed that the difference in business performance between the groups with much use of Co-creation and those with little use of Co-creation, there was significant difference in both non-financial and financial performance. In addition, non-financial and financial performance were different among four implementation behavior of Co-creation including Common value, Information share, Risk benefit, and Mutual benefit.

다중이동물체 추적을 위한 모델생성 알고리즘 (Model Creation Algorithm for Multiple Moving Objects Tracking)

  • 조남형;김하식;이명길;이주신
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2001년도 춘계종합학술대회
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    • pp.633-637
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    • 2001
  • 본 논문은 모델기반 다중이동물체 추적을 위한 모델생성 알고리즘을 제안하였다. 제안한 알고리즘은 배경영상에 이동물체가 초기 진입했을 때의 초기모델생성 단계와 이동물체 추적 단계에서의 모델 갱신 단계로 구분하였다. 초기모델생성 단계에서는 차영상과 클러스터링 기법을 이용하여 분할된 분할영상과 현재프레임 영상에 대한 윤곽선 영상과의 로직 AND 연산을 수행하여 초기모델을 생성하였다. 모델갱신 단계에서는 하우스돌프 거리(Hausdorff Distance)와 2D-Logarithmic 탐색 알고리즘을 이용하여 추적중인 이동물체의 형태변화에 적응할 수 있도록 매 프레임 마다 새로운 모델을 갱신하였다. 실험은 도로에서 주행하는 자동차를 대상으로 도_의 실험을 수행하였다. 그 결과 도로에서 주행하는 자동차의 진입방향과 추적 대상 수가 불규칙한 경우에도 모델생성이 98% 이상 이루어짐을 알 수 있었다.

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G-ASPOO-L: The Technopreneurship-Based Supply Chain Management Model for Souvenirs MSMEs to Reach Customer Value Creation

  • NOERSASONGKO, Edi;SARTIKA, Mila;AQMALA, Diana;HASIBUAN, Zainal Arifin
    • 유통과학연구
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    • 제20권12호
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    • pp.59-69
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    • 2022
  • Purpose: The purpose of this research is to identify and design a model for the integration between marketing and supply chain management (SCM) of technopreneurship-based souvenirs MSMEs to fulfil customer value creation. Research design, data and methodology: This research method uses the system development life cycle method. This study draws its insights and conclusions from a literature review in several fields followed by an interactive research approach that helps identify, validate, and implement a theoretical framework so that the modelling results can be adopted in applicative manner for souvenir MSMEs. Result: Implementing the "G-ASPOO-L" supply chain management integration model based on technopreneruship to fulfil value creation in the 5.0 society era created three perspectives: an inter-functional perspective, a process perspective, and an integrated business concept perspective. The supply chain management involves enterprise integration, strategic customer integration, strategic supplier integration, and marketing strategy integration. Conclusion: The proposed model framework leads to managerial problems of supply chain management strategy, which urgently requires an interaction approach that challenges the traditional view of demand creation and implementation of supply chain management to fulfil value creation. This research leverages existing knowledge and advances our understanding of the strategic integration issues companies face in digital-based competition.