• 제목/요약/키워드: Level of Shared Information

검색결과 210건 처리시간 0.033초

스마트카드 가상화(ViSCa) 플랫폼 기반 모바일 결제 서비스 제안 및 타 사례와의 비교분석 (Comparative Analysis of ViSCa Platform-based Mobile Payment Service with other Cases)

  • 이준엽;이경전
    • 지능정보연구
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    • 제20권2호
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    • pp.163-178
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    • 2014
  • 본 연구는 스마트카드 가상화(ViSCa: Virtualization of Smart Cards) 플랫폼 기반의 모바일 결제 서비스를 제안하고 타 사례와 비교분석을 한다. 스마트카드 가상화 플랫폼 기반의 모바일 결제 서비스는 단말 가상화 기술을 이용하여 스마트카드 하드웨어를 가상화하고, 모바일 클라우드 기술을 통해 가상화된 스마트카드에 대한 통합 관리를 목표로 하는 Smart Cards as a Service (이하 SCaaS)이다. 스마트카드 가상화 플랫폼 기반 모바일 결제 서비스는 스마트카드를 가상화하여 클라우드에 저장한 후, 애플리케이션(이하 앱)을 통해 사용자 인증을 거쳐 모바일 클라우드에 저장된 스마트카드 중 한 가지를 선택하여 결제한다. 연구 범위 설정 및 사례 선정을 위해 선행연구에서 진행한 모바일 결제 서비스 분류 방식을 토대로 제안하는 서비스와 관련 있는 특징별, 서비스 유형별 그룹을 도출하였다. 공통적으로 기존 결제수단(신용카드) 정보를 모바일 기기에 저장하여 오프라인 매장에서 결제하는 특징을 지닌 것으로 나타났다. 도출된 그룹은 금융거래정보의 저장 위치에 따라 앱과 연결된 서버에 저장하는 '앱 방식'과 모바일 기기 내부의 보안요소(Secure Element, SE)에 금융거래정보가 담긴 IC(Integrated Circuit, 집적회로) 칩을 탑재하는 '모바일 카드 방식'으로, 2 가지 서비스 유형으로 나타낼 수 있다. 모바일 결제 서비스의 채택 요인 및 시장 환경 분석과 관련된 선행연구를 토대로 경제성, 범용성 보안성, 편리성, 응용성, 효율성, 총 6가지 비교분석을 위한 평가 요인을 도출하였으며, 스마트카드 가상화 플랫폼 기반 모바일 결제 서비스와 도출된 그룹에서 선정된 사례 5 가지를 비교 분석하였다.

한국의 국제 학술지 데이터 공유 정책 현황 및 편집인 인식에 관한 연구 (A Study on the Status and Editors' Perceptions of the Data Sharing Policies of International Journals Published in Korea)

  • 배서영;김지현
    • 정보관리학회지
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    • 제40권3호
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    • pp.25-54
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    • 2023
  • 오픈 데이터가 국제적인 흐름으로 주목받는 현시점에서 데이터 공유를 지원하는 한국의 국제 학술지 역할에 대한 논의가 이루어질 필요가 있다. 이에 본 연구에서는 국내 발간 국제 학술지의 편집인 설문 조사와 인터뷰를 바탕으로 데이터 공유 정책 도입에 영향을 미치는 요인을 확인하고 해당 학술지 편집인의 데이터 공유 정책 도입 및 구성요소에 대한 인식을 살펴보았다. 그 결과 정책을 도입하였거나 도입할 예정인 학술지에서는 데이터 공유가 국제적인 추세이며 연구발전에 기여할 수 있다는 점을 인식하였지만, 여전히 데이터 공유에 대한 인식 개선 노력이 필요함을 강조하였다. 이에 학술지 및 학술공동체 차원에서의 교육 활동이나 데이터 공유에 따른 보상을 통해 데이터 공유에 대한 인식을 개선할 필요가 있었다. 또한 중요도가 높으며, 필수 구성요소로 편집인의 절반 이상이 선택한 구성요소로 '데이터 가용성 표기', '데이터 공유 수준', '데이터 공유 방법', '데이터 인용'이 있었다. 이들 학술지에서 데이터 공유를 반드시 의무화할 필요는 없지만 데이터 가용성 표기를 통해 데이터를 공유할 수 없는 상황에 대해 언급하는 것은 필요하다고 보았다. 국내 상황에 적합한 리포지터리 개발 및 실행을 책임질 기관의 역할 또한 강조되었다. 더불어 정책 도입에 영향을 주는 요인에 따라 정책 도입 비율의 차이를 확인한 결과, 영향력지수 사분위, 출판 유형, 주제 분야에서 유의한 차이가 나타났다. 영향력지수가 높은 학술지는 데이터 공유를 지원하는 자원을 보유할 가능성이 높고 오픈액세스 혹은 하이브리드 학술지는 오픈사이언스의 일환인 오픈 데이터에 관심을 가지는 경향이 있다고 볼 수 있었다. 의학 분야에서는 학술공동체 차원의 데이터 공유를 위한 적극적인 움직임이 데이터 공유 정책 도입을 촉진하였음을 알 수 있었다. 국내에서 학술지 데이터 공유 정책 도입 및 운영을 활성화하는 기초자료로서 본 연구가 활용될 수 있을 것이다.

참여자관점에서 공급사슬관리 시스템의 성공에 영향을 미치는 요인에 관한 실증연구 (An Empirical Study on the Determinants of Supply Chain Management Systems Success from Vendor's Perspective)

  • 강성배;문태수;정윤
    • Asia pacific journal of information systems
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    • 제20권3호
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    • pp.139-166
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    • 2010
  • The supply chain management (SCM) systems have emerged as strong managerial tools for manufacturing firms in enhancing competitive strength. Despite of large investments in the SCM systems, many companies are not fully realizing the promised benefits from the systems. A review of literature on adoption, implementation and success factor of IOS (inter-organization systems), EDI (electronic data interchange) systems, shows that this issue has been examined from multiple theoretic perspectives. And many researchers have attempted to identify the factors which influence the success of system implementation. However, the existing studies have two drawbacks in revealing the determinants of systems implementation success. First, previous researches raise questions as to the appropriateness of research subjects selected. Most SCM systems are operating in the form of private industrial networks, where the participants of the systems consist of two distinct groups: focus companies and vendors. The focus companies are the primary actors in developing and operating the systems, while vendors are passive participants which are connected to the system in order to supply raw materials and parts to the focus companies. Under the circumstance, there are three ways in selecting the research subjects; focus companies only, vendors only, or two parties grouped together. It is hard to find researches that use the focus companies exclusively as the subjects probably due to the insufficient sample size for statistic analysis. Most researches have been conducted using the data collected from both groups. We argue that the SCM success factors cannot be correctly indentified in this case. The focus companies and the vendors are in different positions in many areas regarding the system implementation: firm size, managerial resources, bargaining power, organizational maturity, and etc. There are no obvious reasons to believe that the success factors of the two groups are identical. Grouping the two groups also raises questions on measuring the system success. The benefits from utilizing the systems may not be commonly distributed to the two groups. One group's benefits might be realized at the expenses of the other group considering the situation where vendors participating in SCM systems are under continuous pressures from the focus companies with respect to prices, quality, and delivery time. Therefore, by combining the system outcomes of both groups we cannot measure the system benefits obtained by each group correctly. Second, the measures of system success adopted in the previous researches have shortcoming in measuring the SCM success. User satisfaction, system utilization, and user attitudes toward the systems are most commonly used success measures in the existing studies. These measures have been developed as proxy variables in the studies of decision support systems (DSS) where the contribution of the systems to the organization performance is very difficult to measure. Unlike the DSS, the SCM systems have more specific goals, such as cost saving, inventory reduction, quality improvement, rapid time, and higher customer service. We maintain that more specific measures can be developed instead of proxy variables in order to measure the system benefits correctly. The purpose of this study is to find the determinants of SCM systems success in the perspective of vendor companies. In developing the research model, we have focused on selecting the success factors appropriate for the vendors through reviewing past researches and on developing more accurate success measures. The variables can be classified into following: technological, organizational, and environmental factors on the basis of TOE (Technology-Organization-Environment) framework. The model consists of three independent variables (competition intensity, top management support, and information system maturity), one mediating variable (collaboration), one moderating variable (government support), and a dependent variable (system success). The systems success measures have been developed to reflect the operational benefits of the SCM systems; improvement in planning and analysis capabilities, faster throughput, cost reduction, task integration, and improved product and customer service. The model has been validated using the survey data collected from 122 vendors participating in the SCM systems in Korea. To test for mediation, one should estimate the hierarchical regression analysis on the collaboration. And moderating effect analysis should estimate the moderated multiple regression, examines the effect of the government support. The result shows that information system maturity and top management support are the most important determinants of SCM system success. Supply chain technologies that standardize data formats and enhance information sharing may be adopted by supply chain leader organization because of the influence of focal company in the private industrial networks in order to streamline transactions and improve inter-organization communication. Specially, the need to develop and sustain an information system maturity will provide the focus and purpose to successfully overcome information system obstacles and resistance to innovation diffusion within the supply chain network organization. The support of top management will help focus efforts toward the realization of inter-organizational benefits and lend credibility to functional managers responsible for its implementation. The active involvement, vision, and direction of high level executives provide the impetus needed to sustain the implementation of SCM. The quality of collaboration relationships also is positively related to outcome variable. Collaboration variable is found to have a mediation effect between on influencing factors and implementation success. Higher levels of inter-organizational collaboration behaviors such as shared planning and flexibility in coordinating activities were found to be strongly linked to the vendors trust in the supply chain network. Government support moderates the effect of the IS maturity, competitive intensity, top management support on collaboration and implementation success of SCM. In general, the vendor companies face substantially greater risks in SCM implementation than the larger companies do because of severe constraints on financial and human resources and limited education on SCM systems. Besides resources, Vendors generally lack computer experience and do not have sufficient internal SCM expertise. For these reasons, government supports may establish requirements for firms doing business with the government or provide incentives to adopt, implementation SCM or practices. Government support provides significant improvements in implementation success of SCM when IS maturity, competitive intensity, top management support and collaboration are low. The environmental characteristic of competition intensity has no direct effect on vendor perspective of SCM system success. But, vendors facing above average competition intensity will have a greater need for changing technology. This suggests that companies trying to implement SCM systems should set up compatible supply chain networks and a high-quality collaboration relationship for implementation and performance.

Qplus-T RTOS를 위한 원격 멀티 태스크 디버거의 개발 (Development of a Remote Multi-Task Debugger for Qplus-T RTOS)

  • 이광용;김흥남
    • 한국정보과학회논문지:컴퓨팅의 실제 및 레터
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    • 제9권4호
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    • pp.393-409
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    • 2003
  • 본 논문에서 인터넷 정보가전과 같은 Qplus-T 내장형 시스템을 위한 멀티 태스크 디버깅 환경에 대해 제안한다. 효과적인 교차 개발을 지원하기 위해 원격 멀티 태스크 디버깅 환경의 구조 및 기능틀을 제안할 것이다. 그리고, 좀더 효율적인 교차 개발 환경의 개발을 위하여 호스트-타겟 사이에 디버깅 커뮤니케이션 아키텍쳐를 개선할 것이다. 본 논문에서 제안하는 Q+Esto라는 원격 개발 도구들은 대화형 쉘, 원격 디버거, 리소스 모니터, 타겟 매니저, 그리고 디버그 에이전트들과 같이 몇 개의 독립된 도구들로 구성된다. 호스트에서 원격 멀티 태스크 디버거를 이용해서, 개발자는 타겟 실행 시스템 위에 태스크들을 생성시키거나 디버그 할 수 있으며, 실행 중인 태스크들에 접속하여 디버그 할 수 있다. 응용 코드는 C/C++ 소스레벨로 활 수 있으며, 어셈블리 레벨 코드로도 볼 수 있다. 그리고, 소스코드, 레지스터들, 지역/전역 변수들, 스택 프레임, 메모리, 그리고 사건 트레이스 등등을 위한 다양한 디스플레이 윈도우들을 포함하고 있다. 타겟 매니저는 Q+Esto 도구들에 의해 공유되는 공통된 기능 즉, 호스트-타겟 커뮤니케이션, 오브젝트 파일 로딩, 타겟 상주 호스트 메모리 풀의 관리, 그리고 타겟 시스템 심볼 테이블 관리 등등의 기능들을 구현한다. 이러한 기능들을 개방형 C API라고 부르는데, Q+Esto의 도구들의 확장성을 크게 개선한다. 그리고, 타겟 매니저와 타겟 시스템 커뮤니케이션을 위한 상대파트 모듈 즉, 디버그 에이전트가 존재하는데, 이것은 타겟의 실시간 운영체제 위에서 데몬 태스크 형태로 수행된다. 디버거를 포함한 호스트 도구로부터의 디버깅 요청을 밟아, 그것을 해석하고 실행하여, 그 결과론 호스트에 보내는 기능을 수행한다.

Social Support의 한국적 의미 (Search for the Meaning of Social Support in Korean Society)

  • 오가실;서미혜;이선옥;김정아;오경옥;정추자;김희순
    • 대한간호학회지
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    • 제24권2호
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    • pp.264-277
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    • 1994
  • In Korea the concept of social support was first used as a research concept in nursing and has not had much application in the clinical field. Another problem is that research on social support has used a direct translation of the words “social support” into Korean as “sawhejuk jiji”. Three questions were posed to direct the re-search. 1) Is there a concept of social support in Korean society? 2) if so, what words or expressions are used to de-scribe it? 3) further, if so, how is social support structured and how does it function? In order to answer the research questions a three-step research methodology was used : The first step consisted of a literature review on re-search related to social support and on information on the background of, and the way of thinking re-lated to interpersonal relations among Korean people. The second step, which was done to identify whether there is a concept of social support in korean society, involved interviewing a sample of the population. The third step involved a panel discussion that included the members of the research team and three consultants, a sociologist, a philosopher and a scholor in korean literature. A review of the literature on interpersonal relationships in traditional korean society identified a four cirole structure that explains interpersonal relationships. The first circle with “me” at the center is the family but here “me” disappears into the “we” that is essential for a cooperative agricultural society. In the second circle are those close to “me” but outside the family. The third circle includes those with whom “I ” have infrequent but regular contact and with whom correct conduct is important. The last circle is all the people with whom “I” have nothing in common. They are excluded in interpersonal relationships. The literature on interpersonal relationships showed that within the traditional Korean society people lived in villages where most people were very familiar with each other. “Yun”, the social network established the connection and “Jung”, the feeling of affection increased with time as the connection was strengthened. In the traditional village psychological support was provided through “Mallaniki”, “Pumashi” and “Kae” with the latter two also providing material support. In modern Korea there are more informal and formal social networks, like social services and community activities on the formal level and cultural and leisure groups along with “kae’s on the informal level. But even with this modern variety of groups, most social support comes from informal networks that resemble the traditiorlal “Pumashi”, “Kai” md “Mallaniki”. The six member research team interviewed 65 people in order to identify whether there is a concept of social support and then analysed their responses. There were 20 different words describing the reception of the social support and these could be grouped into seven major categories : virtuous, fortunate, helped, supported, blessed, attached(receiving affection) and receiving (grace) benevolence. there were 27 words describing the act of social support which could be categorized into seven major categories : love, looking after, affection(attachment), kindness(goodness), faith, psychological help and material help. for the meaning of social support translated as “sawhe juk jiji” there were a total of 14 different answers which could be categorized into 3 major categories : help, agreement, and faith. In third step, the results of the literature review and the answers to the questions were discussed in a pannel. The results of the discussion led to the following definition of social support in Korea which is shaped like a the four sided pyramid on a base. Social support is the apex of the pyramid and four sides are made up of : “do-oom” (both emotional and material help), “jung” (connectedness, or relationship bound by affection, regard or shared common experience ), “midum” (faith or belief in), “eunhae” (kindness or benevolence). The research team identified “Yun”( the basic network of relationships) as the base of the pyramid and as such the foundation for the components of social support in Korean culture. On “Yun” rest the other four components of social support : “Jung”, “Midum”, “Do-oom”, and “Eunhae”, For social support to take place there must be “Yun”. This is an important factor in social support. In private social network “Jung” is an essential factor in social support. But not in the public social network. “Yun” is a condition for “Jung” and “Jung” is the manifestation of support.

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MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

UNIX 운영체제에서의 스케줄링 법칙과 큐잉응답 시간 분석 (Scheduling Algorithms and Queueing Response Time Analysis of the UNIX Operating System)

  • 임종설
    • 한국정보처리학회논문지
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    • 제1권3호
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    • pp.367-379
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    • 1994
  • 본 논문은 UNIX 운영체제에서의 스케줄링 법칙에 대한 설명과 그에 따른 큐잉응 답 시간을 분석한다. 큐잉응답시간은 UNIS내의 한 프로세서에 대한 조건부 응답시간의 평균값을 추정 분석함으로써 주어진다. 조건부 응답시간의 평균값은 일정한 CPU 시간 을 필요로하는 프로세서간 컴퓨터에 보내지는 시점에서 그 프로세서가 CPU 시간을 완 료하고 되돌아오는 시점까지의 평균값이다. UNIX내의 스케줄링 법칙은 우선순위 서비 스에 기초한다. 즉, 다음과 같은 단계의 스케줄링 법칙에 의하여 통제를 받는다. (ⅰ)시분할 사용량은 각요청에 대하여 필요한 CPU 시간을 완료할 때 까지 한개씩의 퀀텀(Quantum)을 할당함으로써 구제한다; (ⅱ)퀀텀 할당을 받기 위하여 시스템 모드 에서의 비선점(Nonpreemptive)교환, 사용자 모드에서는 선점(Preemptive)교환을 사용 한다; (ⅲ) 동일 우선순위내에서는 FCFS법칙을 사용한다; (ⅳ)할당된 퀀텀을 완료한 프로세서는 우순순위에 맞는 실행 대기행열의 맨 뒤에 위치되어 CPU 서비스를 기다리 거나, 디스크 대기행열에 위치되어 슬립(Sleep)상태로 들어간다. 이와 같은 프로세서 스케줄링법칙은 사용자 모드에서 라운드로빈(Round-robin)효과를 창조한다. 본 논문 에서는 라운드로빈 효과와 선점 교환을 사용하여 사용자 모드에서의 프로세서 지연을 추정한다. 비선점 교환을 사용하여 시스템모드에서의 프로세서 지연을 추정한다. 또한 디스크 입출력에 의한 프로세서 지연도 고려한다. 조건부 응답시간의 평균은 지연시간 의 합을 추정하여 구하여진다. 본 논문의 결과는 시스템시간을 필요로 하는 프로세서 가 우수한 응답시간을 가지며, 사용자 시간을 필요로하는 프로세서의 지연만큼 시스 템시간을 필요로하는 프로세서가 응답시간에서 혜택을 받는다는 것을 보여준다.성 괴사를 동반하는 간내 작은 종양의 발견에 MRI가 가장 유용할 것으로 판단된다.보였는데 그 종류와 빈도를 보면 중비갑개봉소 8명, 비중격 만곡 6명, Haller cells 3명, 역으로 굽은 중비갑개 3명, 사골포 비대 2명, 비제봉소 2명, 혼합형이 2명에서 있었고 변이가 보이지 않았던 경우가 62명이었다. 결 론: 해부학적 변이는 사골 누두나 OMU 영역을 좁히거나 막음으로 인하여 공기 흐름에 와류를 일으키거나 점막의 섬모 운동에 의한 정화 작용을 방해하여 증상을 유발할 수 있음을 알 수 있었다. 따라서 부비점막 이상 없이 증상이 있는 환자에서 부비동의 해부학적 변이는 증상과 연관성이 많을 것으로 사료된다.때에는 악성일 가능성이 높으므로 밀접한 추적 검사와 다른 진단기기를 이용한 검사를 더 해야 할 것으로 사료된다.의 2006년도 가정용 전력수요의 전망치 33,118 GWh가 기존방식에 의한 한전의 전망치 61,155 GWh의 54%수준밖에 되지 않는데 서도 잘 나타나고 있다. 한편 본 고는 경제성장과 환경보존을 동시에 달성할 수 있는 지속적 개발의 실천방안으로서 에너지 수요관리를 논하고자 한다. 고효율 기기의 개발과 조기도입을 촉진시키는 에너지 수요관리 통하여 우리는 에너지효율을 대폭 개선시키며 대기오염 배출량도 대폭 줄일 수 있다. 본 고는 에너지 공급관리(공급확충)위주에서 에너지 수요관리위주로서의 에너지정책 전환은 불가피하다고 판단한다. 에너지 공급시스템보다 에너지 수요시스템위주로 전체 에너지시스템을 획기적으로 개선시키기 위해서는 최저 에너지효율제의 광범위한 실시와 함께 고효율 기기의 개발과 보급에 필요한 유인책의 도입, 고효율 기기와 에너지의 효율적 이용에 대한 정보 등이 필요시 되고 있다. 우리 나라의 경우 현재의 산업구조와 기술수준을 고려하여 에너지 효율의 기준을 미국보다

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문화관광축제 방문객의 평가속성 만족과 행동의도에 관한 연구 - 2006 광주김치대축제를 중심으로 - (The Effects of Evaluation Attributes of Cultural Tourism Festivals on Satisfaction and Behavioral Intention)

  • 김정훈
    • 마케팅과학연구
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    • 제17권2호
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    • pp.55-73
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    • 2007
  • 문화관광축제는 전국의 지역축제 가운데 광역시 도에서 추천한 축제 가운데 관광상품성이 크고, 경쟁력 있는 우수한 축제를 선정하여 지원하는 사업이다. 문화관광축제 종합평가계획(문화관광부, 2006)에 의하면 방문객의 만족도 평가, 전문위원 평가, 그리고 축제 개선실적 등을 감안하여 최우수축제, 우수축제, 유망축제, 예비축제로 선정되고 있다. 특히 예비축제를 제외한 문화관광축제는 공공부문의 사업비 지원을 받기 때문에 1,000여 개가 넘는 지역축제의 방문객 만족도 평가는 상호비교가 가능한 평가척도를 이용하여 종합평가분석이 이루어진고 있다. 이러한 견지에서 본 연구에서는 문화관광축제 공통평가속성이 방문객 만족과 사후행동의도에 미치는 영향관계를 파악하여, 향후 축제기획 시 방문객 만족도 제고와 지속가능한 문화관광축제로 선정되기 위한 시사점을 제시하였다. 본 연구에서는 이론연구를 통하여 문화관광축제 평가속성, 만족, 그리고 행위의도에 관한 변수를 도출하였으며, 2006 광주김치대축제 방문객을 대상으로 실증분석을 수행하였다. 문화관광축제 평가속성에 대한 요인분석을 통하여 홍보안내, 행사내용, 기념품 음식, 편의시설 요인을 도출하였으며, 축제방문객 만족과 행동의도와의 관계를 분석하였다. 연구모형을 통해 수립한 연구가설은 차이분석, 회귀분석, 공분산 구조분석 등을 통해 검증하였으며, 연구결과 모든 가설은 채택되었다. 향후 본 연구결과를 바탕으로 본 축제와 성격이 유사한 축제방문객 분석을 통한 비교연구를 기대한다.

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남북 무형유산 교류 협력의 다자간 협력 틀 모색 - 유네스코 인류무형문화유산 남북 공동 등재 사례 - (A Study on Seeking a Multilateral Cooperation Framework for the Inter-Korean Exchange of Intangible Cultural Heritage - Through a Multinational Nomination of a Representative List of Intangible Cultural Heritage of Humanity -)

  • 김덕순
    • 헤리티지:역사와 과학
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    • 제52권3호
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    • pp.252-269
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    • 2019
  • 2012년 북한의 김정은 정권 출범 이후 북한의 문화유산 보호와 관리는 정상 국가의 법과 관리체계 형식으로 변화하고 있다. 또한 북한의 민족유산보호지도국은 무형문화유산을 지속적으로 기록하고 목록화하며, 이들 중 아리랑, 김치 담그기, 씨름을 유네스코 인류무형문화유산 대표 목록에 등재시키기도 하였다. 특히 2018년 12월 씨름의 남북 공동 등재는 평화와 화해를 위한 남북 교류 협력의 상징성을 가지고 있어, 향후 추가적인 남북 인류무형문화유산 대표 목록 공동 등재에 대한 기대감을 높이고 있다. 현재 한국은 20개 종목을 인류무형문화유산 대표 목록에 등재하고 있으며, 그 중 매사냥, 줄다리기, 씨름 등 3개 종목은 공동 등재로 여러 국가들이 함께 공유하고 있다. 그러나 이들 3개 종목의 공동 등재 신청 과정과 이후 활동들을 비교해볼 때, 과연 공동 등재의 본질과 역할이 무엇인지 고민하게 된다. 특히 씨름의 경우 공동 등재 신청서 작성을 위한 남북 간 실무 협의도 없이 각각 단독 등재를 신청하였고, 유네스코 사무총장의 주도 아래 정치적으로 협의가 이루어져 정부간위원회에서 예외적으로 공동 등재로 승인되었으며, 공동 등재 후 현재까지 상호 어떠한 교류도 이루어지지 않고 있다. 이는 국가 간 교류와 협력을 전제로 문화다양성 증진을 목적으로 하는 공동 등재의 정신에 비추어볼 때, 상징적이고 형식적이며 실질적으로는 각각의 단독 등재와 유사하다. 따라서 남북 공동 등재의 실효성을 강화하고 공동 등재 정신을 담보할 수 있는 방안은 남북을 포함한 다국가들이 함께 다자간 공동 등재를 추진하는 것이다. 특히 각궁 또는 옻칠 등 남북한을 포함한 다른 국가들이 공동으로 보유하고 있는 무형문화유산을 발굴하거나 기존에 남북한 또는 다른 국가들이 등재한 종목에 대해 추가적으로 공동 등재하는 방안을 모색해볼 수 있다. 그리고 거시적 관점에서 남북 관계의 특수성 및 정치적 상황에 따른 남북 문화 교류 협력 변동성을 줄이기 위해 국제기구인 유네스코 등을 활용한 다자간 협력 속에서 남북 문화유산 교류 협력을 바라보는 시각이 필요하다.

Video UGC 제작 동기와 행위 과정에 관한 이해: 구현의도이론 (Theory of Implementation Intentions)의 적용을 중심으로 (Understanding User Motivations and Behavioral Process in Creating Video UGC: Focus on Theory of Implementation Intentions)

  • 김형진;송세민;이호근
    • Asia pacific journal of information systems
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    • 제19권4호
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    • pp.125-148
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    • 2009
  • UGC(User Generated Contents) is emerging as the center of e-business in the web 2.0 era. The trend reflects changing roles of users in production and consumption of contents on websites and helps us to understand new strategies of websites such as web portals and social network websites. Nowadays, we consume contents created by other non-professional users for both utilitarian (e.g., knowledge) and hedonic values (e.g., fun). Also, contents produced by ourselves (e.g., photo, video) are posted on websites so that our friends, family, and even the public can consume those contents. This means that non-professionals, who used to be passive audience in the past, are now creating contents and share their UGCs with others in the Web. Accessible media, tools, and applications have also reduced difficulty and complexity in the process of creating contents. Realizing that users create plenty of materials which are very interesting to other people, media companies (i.e., web portals and social networking websites) are adjusting their strategies and business models accordingly. Increased demand of UGC may lead to website visits which are the source of benefits from advertising. Therefore, they put more efforts into making their websites open platforms where UGCs can be created and shared among users without technical and methodological difficulties. Many websites have increasingly adopted new technologies such as RSS and openAPI. Some have even changed the structure of web pages so that UGC can be seen several times to more visitors. This mainstream of UGCs on websites indicates that acquiring more UGCs and supporting participating users have become important things to media companies. Although those companies need to understand why general users have shown increasing interest in creating and posting contents and what is important to them in the process of productions, few research results exist in this area to address these issues. Also, behavioral process in creating video UGCs has not been explored enough for the public to fully understand it. With a solid theoretical background (i.e., theory of implementation intentions), parts of our proposed research model mirror the process of user behaviors in creating video contents, which consist of intention to upload, intention to edit, edit, and upload. In addition, in order to explain how those behavioral intentions are developed, we investigated influences of antecedents from three motivational perspectives (i.e., intrinsic, editing software-oriented, and website's network effect-oriented). First, from the intrinsic motivation perspective, we studied the roles of self-expression, enjoyment, and social attention in forming intention to edit with preferred editing software or in forming intention to upload video contents to preferred websites. Second, we explored the roles of editing software for non-professionals to edit video contents, in terms of how it makes production process easier and how it is useful in the process. Finally, from the website characteristic-oriented perspective, we investigated the role of a website's network externality as an antecedent of users' intention to upload to preferred websites. The rationale is that posting UGCs on websites are basically social-oriented behaviors; thus, users prefer a website with the high level of network externality for contents uploading. This study adopted a longitudinal research design; we emailed recipients twice with different questionnaires. Guided by invitation email including a link to web survey page, respondents answered most of questions except edit and upload at the first survey. They were asked to provide information about UGC editing software they mainly used and preferred website to upload edited contents, and then asked to answer related questions. For example, before answering questions regarding network externality, they individually had to declare the name of the website to which they would be willing to upload. At the end of the first survey, we asked if they agreed to participate in the corresponding survey in a month. During twenty days, 333 complete responses were gathered in the first survey. One month later, we emailed those recipients to ask for participation in the second survey. 185 of the 333 recipients (about 56 percentages) answered in the second survey. Personalized questionnaires were provided for them to remind the names of editing software and website that they reported in the first survey. They answered the degree of editing with the software and the degree of uploading video contents to the website for the past one month. To all recipients of the two surveys, exchange tickets for books (about 5,000~10,000 Korean Won) were provided according to the frequency of participations. PLS analysis shows that user behaviors in creating video contents are well explained by the theory of implementation intentions. In fact, intention to upload significantly influences intention to edit in the process of accomplishing the goal behavior, upload. These relationships show the behavioral process that has been unclear in users' creating video contents for uploading and also highlight important roles of editing in the process. Regarding the intrinsic motivations, the results illustrated that users are likely to edit their own video contents in order to express their own intrinsic traits such as thoughts and feelings. Also, their intention to upload contents in preferred website is formed because they want to attract much attention from others through contents reflecting themselves. This result well corresponds to the roles of the website characteristic, namely, network externality. Based on the PLS results, the network effect of a website has significant influence on users' intention to upload to the preferred website. This indicates that users with social attention motivations are likely to upload their video UGCs to a website whose network size is big enough to realize their motivations easily. Finally, regarding editing software characteristic-oriented motivations, making exclusively-provided editing software more user-friendly (i.e., easy of use, usefulness) plays an important role in leading to users' intention to edit. Our research contributes to both academic scholars and professionals. For researchers, our results show that the theory of implementation intentions is well applied to the video UGC context and very useful to explain the relationship between implementation intentions and goal behaviors. With the theory, this study theoretically and empirically confirmed that editing is a different and important behavior from uploading behavior, and we tested the behavioral process of ordinary users in creating video UGCs, focusing on significant motivational factors in each step. In addition, parts of our research model are also rooted in the solid theoretical background such as the technology acceptance model and the theory of network externality to explain the effects of UGC-related motivations. For practitioners, our results suggest that media companies need to restructure their websites so that users' needs for social interaction through UGC (e.g., self-expression, social attention) are well met. Also, we emphasize strategic importance of the network size of websites in leading non-professionals to upload video contents to the websites. Those websites need to find a way to utilize the network effects for acquiring more UGCs. Finally, we suggest that some ways to improve editing software be considered as a way to increase edit behavior which is a very important process leading to UGC uploading.