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개인정보보호 분야의 연구자 네트워크와 성과 평가 프레임워크: 소셜 네트워크 분석을 중심으로 (The Framework of Research Network and Performance Evaluation on Personal Information Security: Social Network Analysis Perspective)

  • 김민수;최재원;김현진
    • 지능정보연구
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    • 제20권1호
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    • pp.177-193
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    • 2014
  • 개인정보 분야에서의 다양한 정보 보안 이슈가 발생함에 따라 해당 분야의 전문가를 확인하기 위한 프레임워크는 매우 중요한 영역이 되었다. 전문가 탐색과정은 주로 연구 업적 등을 통한 주관적인 평가가 일반적이지만 보다 객관적인 방식을 통한 선정이 매우 중요하다. 소셜 네트워크 분석기법의 응용이 다양한 영역에서 활용됨에 따라 본 연구는 개인정보보호분야의 전문가를 확인하고 해당 전문가들의 연구실적을 판단하기 위한 분석 프레임워크를 제시하고자 하였다. 본 연구는 연구 목적에 따라 개인정보보호 연구영역의 연구성과 자료를 바탕으로 소셜 네트워크 분석을 실시하고 핵심연구자의 성과를 분석하였다. 수집된 데이터는 연구의 공저자, 발행기관, 소속기관 등의 네트워크 구성에 활용되어 핵심전문가 집단을 관리하기 위한 프레임워크를 제시하였다. 본 연구는 NDSL에서 최근 5년 동안 발표된 논문들을 중심으로 자료를 수집하였다. 연구자들이 학술 정보를 교환하는 정기 간행물인 학술지를 바탕으로 연구 네트워크를 형성하는 네트워크 자료를 수집함으로써 연구활동에 대한 정보를 분석할 수 있었다. 일반적으로 연구자들은 연구 결과를 논문으로 발표하고, 발표된 논문들이 다수의 관련 분야 전문가들에게 공유된다는 점에서 학술연구지는 연구자들의 지식관련 의사소통 공간이며 지식의 구조화에 핵심적인 역할을 수행한다. 그에 따라 본 연구의 연구 대상 분야로 설정한 개인정보보호 분야의 연구 구조를 이해하기 위해 국내에서 발표된 관련 분야의 논문들을 연구 대상으로 자료가 수집되었다. 특히 자료의 선별 기준은 국내 최대의 데이터베이스를 보유하고 있는 NDSL에서 개인정보보호 관련 키워드를 보유한 논문 데이터를 수집 및 정제하여 분석 자료로 사용하였다. 2005년부터 2013년까지 약 2,000개의 연구결과 중 주제 관련성, 공저자 추출 등을 수집하였다. 데이터 수집 이후 연구 분석을 위한 데이터 처리를 통하여 통해 총 784개의 논문을 선정하고 분석대상으로 확정하였다. 분석 결과, 개인정보보호 연구영역의 전문가 집단을 이용한 연구논문 성과에 대한 분석은 핵심 연구자들을 추출해내고 전문가 집단을 관리하는 데 도움을 제공할 수 있다. 특히 소속집단 및 연구논문 발행기관을 분석함으로써 개인정보보호 연구영역에서 확인되지 않았던 연구자들의 연구 논문 게재의 공저자 네트워크가 매우 밀접함을 확인할 수 있다. 또한 연구논문의 발행기관 및 소속집단의 특성을 추출함으로써 개인정보보호 영역의 전문가 평가지표로서 소셜 네트워크 지표들의 활용가능성을 확인하였다.

칠곡 심원정원림의 공간구성과 경관특성 - '심원정 25영(心遠亭 二十五詠)'과 「심원정수석기(心遠亭水石記)」를 중심으로 - (Spatial Composition and Landscape Characteristics of Shimwon-Pavilion Garden in Chilgok - Focusing on 'Shimwon-pavilion Poem of 25 Sceneries' and 「Shimwon-pavilion Soosukgi(心遠亭水石記)」 -)

  • 김화옥;박율진;노재현;신상섭;조호현
    • 한국전통조경학회지
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    • 제34권2호
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    • pp.27-34
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    • 2016
  • "기헌(寄軒)집"에 실린 "심원정수석기(心遠亭水石記)"의 '심원정 25영'을 바탕으로, 일제강점기인 1937년에 기헌 조병선에 의해 조성되고 향유된 칠곡 심원정원림의 공간구성과 경관특성을 고찰한 본 연구의 결과는 다음과 같다. 1. 심원정원림은 북쪽으로는 송림이 있는 '임수형(林藪型)'이자 원림 내부로 구야천이 흐르는 '계류형 별서원림'의 입지 특성을 공유하며 본제(本第)와는 직선거리로 약 400m 이격되어 있다. 2. 북쪽에는 가산(假山)인 학림산을, 동쪽과 서쪽에는 만경류를 올린 취병(翠屛)을, 남쪽으로는 구야천변의 석벽(隱屛)을 포치시키는 등 사방에 '가림'시설을 조성함으로써 위요공간 속에 은일을 추구한 기헌의 정신을 표출하고 있다. 3. 심성을 수양하는 선비의 소우주이자 거처로 조성되고 향유된 심원정원림은 송림사의 경역 내에 위치함으로써 불교사상을 수용하며, 도연명의 전원사상과 시선(詩仙)이라 불리는 이백의 낭만주적 감성을 통한 도가적 삶의 추구 그리고 주자의 성리학적 가치를 실현하는 통섭(統攝)의 장으로서의 면모를 엿볼 수 있다. 4. 심원정 25영 중 5영은 정운루 암수실 위류재 이열당 등의 용도가 다른 부속실과 이를 아우르는 정각인 '장수지소(藏修之所)' 심원정에 의탁되었으며 외원에 부여된 20영은 자연에 이름을 붙인 것 9개, 조성한 것 11개로 나뉘며, 자연에서 얻은 9영은 "석경기"에 기술된 바를 바위에 각인시켰다. 5. 현존하는 실내경물 4영은 편액으로, 원림내 경물 중 5개소는 바위글씨로 그리고 8개소는 표지석으로 각 경물이 인식되도록 의도했으나, 8개 영의 표식은 유실 및 훼철 등으로 확인되지 않는다. 6. 심원정 25영 중 '괴강(槐岡)'에는 학자수를 상징하는 회화나무, '유제(柳堤)'에는 도연명과 줄기찬 생명력을 상징하는 버드나무, '기천(杞泉)'에는 '가족의 단란함'을 상징하는 구기자나무 그리고 '동 서취병(東 西翠屛)'과 '방원(芳園)'에는 만경류와 초본류 등 다채로운 의미를 담는 식물경관이 등장한다. 또한 폭포(은폭(隱瀑)), 소(군자소(君子沼)), 못(양지(湯池)), 샘(기천(杞泉)), 바위를 가운데 두고 갈라 흐르는 물(반타석(盤陀石)) 그리고 바위 사이로 흐르는 물(수구암(水口巖)) 등 다채로운 수경관이 기도되었다. 7. 심원정원림은 수계 인접형 원림임에도 불구하고 11개 영을 직접 조성하는 등의 적극적인 개입이 두드러진다. 기존의 여타 정자원림이 가깝고 먼 곳에 자연 중심의 경(景)과 곡(曲)의 경물 설정에 충실한 곳이었다면, 심원정원림은 정자를 시점으로 의미 강화된 경물을 취경(聚景)하도록 유도된 적극적인 수경(修景)이 두드러진다.

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.