• Title/Summary/Keyword: Psychology of Management

검색결과 693건 처리시간 0.03초

물리치료 임상실습 교과내용 개선을 위한 조사연구 (The Survey for Improvement in Clinical Practice Curriculum of Physiotherapy)

  • 장수경
    • 대한물리치료과학회지
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    • 제5권3호
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    • pp.659-674
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    • 1998
  • This Study was to investigate elaborated research themes and direction through specifying the problems of clinical practice education and looking for the direction of improvement. It was in the basis of the viewpoint of the educators that professors and therapists who were the subjects of this study. Perform this study, the 15 colleges' professors and the 55 hospitals' therapists was made up questionnaire, and the data was analysing by Chi-square test and percentage. The results were as follow : ${\cdot}$ In a personal history among the general qualities, professors have little clinical practice history(l-5 years, 53.3%), and therapists have little lecture career(1-5 years, 43.6%, have no 49.0%), ${\cdot}$ The 78.6% subjects were unsatisfied of clinical practice systems. ${\cdot}$ The correlation between clinical history, school career and lecture career and the satisfaction level of clinical practice systems has no(P<.005), ${\cdot}$ The subjects were agreed to that clinical practice curriculum should be changed(67.1%), reinforced(82.9%), and specified(90.0%). ${\cdot}$ The clinical practice credits are 11 points averagely. ${\cdot}$ In the clinical practice curriculum, it made no difference in the practicum of diseases, modality, and the therapeutic techniques between professors and therapists. ${\cdot}$ The 100% professors said that the practicum of the patients' assessment is necessary, and the 63.6% therapists were training for that. ${\cdot}$ The 66.7% professors said that the practicum of the clinical psychology is necessary, and only the 20.0% therapists were training for that. ${\cdot}$ The 93.3% professors said that the practicum of the patients' management is necessary, and the 50.9% therapists were training for that. ${\cdot}$ The 66.7% professors said that the practicum of the medical ethics is necessary, and the 34.5% therapists were training for that. ${\cdot}$ The 46.7% professors said that the practicum of the hospital administration is necessary, but the 54.5% therapists have not training. ${\cdot}$ The 33.3% professors said that the practicum of the pharmacology is necessary, but the 81.8% therapists have not training. ${\cdot}$ The 86.7% professors said that the practicum of the patient's education is necessary, and the 43.6% therapists have training. ${\cdot}$ The 66.7% professors said that the practicum of the prosthesis and brace is necessary, but the 14.5% therapists have not training. ${\cdot}$ The 60.0% professors said that the practicum of the exercise prescription is necessary, but the 25.5% therapists have not training. ${\cdot}$ The 53.5% professors said that the practicum of the emergency treatment is necessary, but the 52.7% therapists have not training. ${\cdot}$ Drawing up the plan about the curriculum of clinical practice, the professors (46.7%) were agreed to national master plan framing by an expert advisor, but the therapists (58.2%) said that the plan that make the most of hospitals' characteristics should be specified. ${\cdot}$ It was found that a clinical special therapists(54.5%) was good as a person in charge of clinical practice education, in that each therapist's own good time (34.5%) was. ${\cdot}$ It made use of the form framing by college(40.0%) as the clinical practice textbook, the form framing by hospital (42.9%) and each therapist(22.9%) as the plan, and the form framing by college (74.3%) as the measurement. ${\cdot}$ The most difficult point in clinical practice education was the lacks of the theory-praciticum linkage(78.2%). ${\cdot}$ It was found that the period of clinical practice was in the second semester-third grade (40.0%) and the desirable period was in the first semester-third grade(50.0%). ${\cdot}$ Professors (53.3%) were agreed that the desirable clinical practice duration was from four months to six months(60.0%), and the therapists (60.0%) were agreed that from one month to three months. ${\cdot}$ This study presented the lacks of rearing the experts, the lacks of cultural education, and the lacks of the theory-clinical practice linkage. There were need to develop the systematic programs, clinical practice textbooks, the measurements and the special hospital for clinical practice. And it was need to reduce the gab between of the hospitals for clinical practice, to cut down the costs. and to improve the labour conditions of leaders. In view of this findings, it takes notice of that both professor and therapist were dissatisfied at the present clinical practice systems. These results point out the problems of clinical practice systems, and do not make expect to us the successive and positive clinical practice. The general, specific and intensive plan about the problems and the direction of improvement that establishing the level of hospital for clinical practice and physiotherapy can be elaborated.

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RFM 다차원 분석 기법을 활용한 암시적 사용자 피드백 기반 협업 필터링 개선 연구 (A Study on Improvement of Collaborative Filtering Based on Implicit User Feedback Using RFM Multidimensional Analysis)

  • 이재성;김재영;강병욱
    • 지능정보연구
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    • 제25권1호
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    • pp.139-161
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    • 2019
  • 전자상거래 시장의 이용이 보편화 되며 고객들에게 좋은 품질의 물건을 어디서, 얼마나 합리적으로 구매할 수 있는지가 중요해졌다. 이러한 구매 심리의 변화는 방대한 정보 속에서 오히려 고객들의 구매 의사결정을 어렵게 만드는 경향이 있다. 이때 추천 시스템은 고객의 구매 행동을 분석하여 정보 검색에 드는 비용을 줄이고 만족도를 높이는 효과가 있다. 하지만 대부분 추천 시스템은 책이나 영화 등 동종 상품 분류 내에서만 추천이 이뤄진다. 왜냐하면 추천 시스템은 특정 상품에 매긴 구매 평점 데이터를 기반으로 해당 상품 분류 내 유사한 상품에 대한 구매 만족도를 추정하기 때문이다. 그밖에 추천 시스템에서 사용하는 구매 평점의 신뢰성에 대한 문제도 제시되고 있으며 오프라인에선 평점 확보 자체가 어렵다. 이에 본 연구에서는 일련의 문제를 개선하기 위해 RFM 다차원 분석 기법을 활용하여 기존에 사용하던 고객의 구매 평점을 객관적으로 대체할 수 있는 새로운 지표의 활용 가능성을 제안하는 바이다. 실제 기업의 구매 이력 데이터에 해당 지표를 적용해서 검증해본 결과 높게는 약 55%에 해당하는 정확도를 기록했다. 이는 총 4,386종에 달하는 이종 상품들 중 한번도 이용해 본 적 없는 상품을 추천한 결과이기 때문에 검증 결과는 상대적으로 높은 정확도와 활용가치를 의미한다. 그리고 본 연구는 오프라인의 다양한 상품데이터에서도 적용할 수 있는 범용적인 추천 시스템의 가능성을 시사한다. 향후 추가적인 데이터를 확보한다면 제안하는 추천 시스템의 정확도 향상도 기대할 수 있다.

특정 대상에 대한 개인 수준의 문화적 성향이 사용자 경험에 미치는 조절효과에 대한 실증적 연구: 미국, 독일, 러시아의 4개 디지털 기기 사용자를 대상으로 (An Empirical Study on How the Moderating Effects of Individual Cultural Characteristics towards a Specific Target Affects User Experience: Based on the Survey Results of Four Types of Digital Device Users in the US, Germany, and Russia)

  • 이인성;최지웅;김소령;이기호;김진우
    • Asia pacific journal of information systems
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    • 제19권1호
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    • pp.113-145
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    • 2009
  • Recently, due to the globalization of the IT(Information Technology) market, devices and systems designed in one country are used in other countries as well. This phenomenon is becoming the key factor for increased interest on cross-cultural, or cross-national, research within the IT area. However, as the IT market is becoming bigger and more globalized, a great number of IT practitioners are having difficulty in designing and developing devices or systems which can provide optimal experience. This is because not only tangible factors such as language and a country's economic or industrial power affect the user experience of a certain device or system but also invisible and intangible factors as well. Among such invisible and intangible factors, the cultural characteristics of users from different countries may affect the user experience of certain devices or systems because cultural characteristics affect how they understand and interpret the devices or systems. In other words, when users evaluate the quality of overall user experience, the cultural characteristics of each user act as a perceptual lens that leads the user to focus on a certain elements of experience. Therefore, there is a need within the IT field to consider cultural characteristics when designing or developing certain devices or systems and plan a strategy for localization. In such an environment, existing IS studies identify the culture with the country, emphasize the importance of culture in a national level perspective, and hypothesize that users within the same country have same cultural characteristics. Under such assumptions, these studies focus on the moderating effects of cultural characteristics on a national level within a certain theoretical framework. This has already been suggested by cross-cultural studies conducted by scholars such as Hofstede(1980) in providing numerical research results and measurement items for cultural characteristics and using such results or items as they increase the efficiency of studies. However, such national level culture has its limitations in forecasting and explaining individual-level behaviors such as voluntary device or system usage. This is because individual cultural characteristics are the outcome of not only the national culture but also the culture of a race, company, local area, family, and other groups that are formulated through interaction within the group. Therefore, national or nationally dominant cultural characteristics may have its limitations in forecasting and explaining the cultural characteristics of an individual. Moreover, past studies in psychology suggest a possibility that there exist different cultural characteristics within a single individual depending on the subject being measured or its context. For example, in relation to individual vs. collective characteristics, which is one of the major cultural characteristics, an individual may show collectivistic characteristics when he or she is with family or friends but show individualistic characteristics in his or her workplace. Therefore, this study acknowledged such limitations of past studies and conducted a research within the framework of 'theoretically integrated model of user satisfaction and emotional attachment', which was developed through a former study, on how the effects of different experience elements on emotional attachment or user satisfaction are differentiated depending on the individual cultural characteristics related to a system or device usage. In order to do this, this study hypothesized the moderating effects of four cultural dimensions (uncertainty avoidance, individualism vs, collectivism, masculinity vs. femininity, and power distance) as suggested by Hofstede(1980) within the theoretically integrated model of emotional attachment and user satisfaction. Statistical tests were then implemented on these moderating effects through conducting surveys with users of four digital devices (mobile phone, MP3 player, LCD TV, and refrigerator) in three countries (US, Germany, and Russia). In order to explain and forecast the behavior of personal device or system users, individual cultural characteristics must be measured, and depending on the target device or system, measurements must be measured independently. Through this suggestion, this study hopes to provide new and useful perspectives for future IS research.

주식 투자 만족도 형성 요인에 관한 연구 : 주식 메시지 프레이밍에 대한 조절효과를 중심으로 (A Study on the Factors of Satisfaction with Stock Investment : Focusing on the Moderating Effect of the Stock Message Framing)

  • 김혜영
    • 벤처혁신연구
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    • 제1권2호
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    • pp.47-59
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    • 2018
  • 최근 사회경제적 환경이 급격하게 변화하면서 기업은 고객 투자자들의 실체를 파악하기 위해서는 심리학, 경제학, 재무학을 기반으로 보다 현실적인 소비자행동의 틀을 제시해 줄 수 있어야 한다. 주식투자자들의 투자선택의 과정에서 사람들의 판단 및 평가가 다르게 나타나는 차이를 프레이밍 효과라고 하는데, 이것은 판단이나 선택에 관한 구성(decision frame)을 다르게 정의함으로써 투자자들의 투자에 대한 의사결정에 변화를 유발시킬 수 있다. 선행연구에서는 주식투자 관련 메시지프레이밍이 시장참여자들에게 어떤 영향을 미치는지, 그리고 특히 주식투자 메시지프레이밍에 따른 시장참여자들의 위험관리행동의 차이를 밝힌 연구는 매우 미흡하다. 따라서 본 연구는 투자자들이 선택적 의사결정을 하는데 있어서 주식투자 메시지프레이밍이 시장참여자들의 투자의도에 어떠한 영향을 주는지 그리고 이러한 메시지프레이밍 효과가 주식 투자 만족도 형성 원인에 조절효과가 있는지를 실증적으로 검증하고자 한다. 본 연구의 대상은 2018년 5월 1일 부터 5월 26일 까지 주식투자경험이 있는 494명을 설문조사하여 실증분석 자료로 이용하였다. 자료분석은 SPSS 24.0 통계분석 프로그램을 이용하였다. 본 연구의 결과는 다음과 같다. 첫째, 주식 투자 행동 요인 중, 주식 이해력과 주식에 대한 주변 추천, 주식 위험 정도는 주식 투자 만족도에 정(+)의 영향을 미치는 것으로 나타났으며, 주식 투자 행동 요인 중, 주식 이해력, 주식 브랜드, 주식에 대한 주변 추천, 과거 성과, 주식 위험 정도는 지속적 주식 투자의도에 정(+)의 영향을 미치는 것으로 나타났다. 둘째, 메시지프레이밍은 주식 투자 만족도에 유의한 영향을 미치는 것으로 나타났고, 메시지프레이밍은 주식 투자 행동과 주식 투자 만족도 관계에서 유의한 조절효과가 있는 것으로 분석되었다. 셋째, 메시지프레이밍은 지속적 주식 투자의도에 유의한 영향을 미치는 것으로 나타났고, 메시지프레이밍은 주식 투자 행동 요인과 지속적 주식 투자의도 관계에서 유의한 조절효과가 있는 것으로 분석되었다.

개인 일기의 연구 자료로서의 가치와 전망 "5월12일 일기컬렉션"을 중심으로 (Value and Prosect of individual diary as research materials : Based on the "The 12th May Diaries Collection")

  • 최효진;임진희
    • 기록학연구
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    • 제46호
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    • pp.95-152
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    • 2015
  • 일상아카이브란 '보통사람들'의 삶과 문화를 구체화, 범주화하여 이에 따라 개인이나 공동체, 더 나아가 한 사회의 기억과 이를 담은 기록물을 수집, 평가, 선별, 보존하는 조직이나 시설, 장소를 말한다. 일기를 비롯해 자서전, 회고록, 편지, 메모 등 실물자료와 온라인 공간에서 주고받는 블로그나 카페 게시물, SNS에 업로드되는 일상의 사진도 여기에 속한다. 이렇게 매 순간 생산되는 일상기록의 수집과 보존에 관한 필요성이 기록학계를 비롯해 다양한 분야에서 제기되고 있다. 특히 일기는 시대를 불문하고 한 개인이 매일같이 경험한 사실과 자아성찰 등을 정리한 글로서 기록의 원천성과 개별성, 유일성 등의 가치가 크게 중요시 되고 있다. 최근 여러 편의 일기들이 발굴, 소개되면서 역사학을 비롯해 다양한 인문사회과학 분야에서도 일기와 기록주체, 생산된 시대 연구가 이루어져왔다. 또한 언어학, 교육학, 심리학 등의 분야에서는 일기에서 관찰되는 언어습관, 문화수용양상, 저자의 감정이나 심리변화 등을 분석한다. 이 글에서는 국내외에서 이루어지는 일기 관련 연구 동향을 정리하고 이 맥락에서 일상기록으로서 "5월12일 일기컬렉션"이 갖는 의미를 찾는다. "5월12일 일기컬렉션"은 매년 5월12일 시민들이 직접 생산, 기증한 일기로 구성되어 있다. 명지대 디지털아카이빙연구소가 2013년 첫 '5월12일 일기수집 이벤트'를 개최한지 3년이 되는 현재 유치원생부터 80대 참가자들이 육필 (그림)일기, 전자문서, 디지털사진/영상, 음성녹음 등 다양한 유형으로 생산된 일기가 2천여 건 수집되었다. 이 글에서는 이렇게 수집된 일기를 정량적으로 분석하고 개별 기록물들이 어떤 내용을 담고 있는지를 살펴본다. 가족, 친구, 학교생활, 진로고민 등 연령별 지역별 직업별로 시민들의 생활상과 진솔한 고민을 읽을 수 있다. 개별 기록물에서 추출되는 키워드와 주제어에 따라 이 일기들이 담고 있는 주제를 더욱 포괄적으로 살펴보고자 한다. 또한 수집된 일기들을 형식과 내용에 따라 연구자료로 언어학, 교육학을 비롯해 역사학, 인류학 등 다양한 학문 분야에서 어떻게 활용될 수 있을지 그 연구 가능성을 제언해본다. 그리고 "5월12일 일기컬렉션"이 일상아카이브로서 수집, 보존되기 위해 필요한 과제가 무엇인지 살펴본다.

동무 이제마의 사상설(四象說)과 캔 윌버의 사상한(四象限) 일고(一考) (Connection of Dongmu Lee Je-ma's Sa-Sang Theory & Ken Wilber's all-quadrant approach)

  • 허훈
    • 철학연구
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    • 제116권
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    • pp.411-435
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    • 2010
  • 윌버(Ken Wilber, 1949~)는 역사적으로 볼 때 학문적 교류가 활발한 현대가 그 어느 때보다도 세계철학이 가능한 시대임을 강조하며 통합적 접근을 시도한다. 그는 통합적 모델로 향하는 첫 걸음으로 '온 상한' 즉 '사상한(四象限)'을 제시한다. 더 나아가 그의 사상한은 AQAL(All Quadrant, All Level ; 모든 수준, 모든 레벨)로 구체화 되었다. 모든 문제를 뚜렷하게 사분위(四分位)(내부/외부, 단수/복수 혹은 주관/객관, 간주관성/간객관성)로 나누어 보는 사상한의 접근법은 그 응용분야가 확대되어 생태학, 경영, 범죄학, 의료 등등의 분야에 적용되고 있다. 그의 사상한이 갖는 장점은 주관적인 내면[문화적 요소]을 외재적인 실재인 물질[사회 제도]로 환원시켜 버리는 평원(平原)이 지닌 문제점을 해결하고 모든 문제를 포괄적인 관점에서 대안을 모색한다는 데 있다. 시기적으로 앞서는 동무 이제마(1837~1900)의 사상설(四象說)(사심신물(事心身物), 천인성명(天人性命))은 사분위라는 큰 틀로 보면, 내용면에서 윌버의 사상한과 적확(的確)하게 일치한다. '사상학(四象學)' 혹은 '사상의학(四象醫學)'이라고 불리듯이 동무의 저작 전반에 걸쳐 일관되게 나타나는 사상(四象)(사심신물(事心身物))은 우주만물의 구성을 설명하기 위한 기본적인 요소들이다. 천인성명(天人性命)은 사심신물이라는 우주의 사원구조를 인간(人間)(인체(人體))을 중심으로 파악한 결과다. 다시 말해 사상설은 우주와 인간을 윌버식의 포괄적인 관점으로 바라본 것이다. 이미 동무의 사상설은 칼 융(C. G. Jung, 1875~1961)의 심리학과 대비되어 양자간(兩者間)의 이론적 기반을 확인하고 그 적용 범위를 넓혀나가는데 도움을 주고 있다. 동무의 사상설과 윌버의 사상한의 대비(對比) 역시 단순한 유비(類比)에 그치는 것이 아니다. 비교하자면, 동무의 사상설은 윌버의 그것에 비해 의학적(醫學的) 측면(側面)에서는 보다 정교하게 심화되고 구체화된 사상한의 모습을 보여준다. 단지 질병을 바라보는데 그치지 않고 생리(生理) 병리(病理) 현상의 원인과 그것이 도출되는 과정을 사상한을 통해 설명하고 있다.

폭소노미 사이트를 위한 랭킹 프레임워크 설계: 시맨틱 그래프기반 접근 (A Folksonomy Ranking Framework: A Semantic Graph-based Approach)

  • 박현정;노상규
    • Asia pacific journal of information systems
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    • 제21권2호
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    • pp.89-116
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    • 2011
  • In collaborative tagging systems such as Delicious.com and Flickr.com, users assign keywords or tags to their uploaded resources, such as bookmarks and pictures, for their future use or sharing purposes. The collection of resources and tags generated by a user is called a personomy, and the collection of all personomies constitutes the folksonomy. The most significant need of the folksonomy users Is to efficiently find useful resources or experts on specific topics. An excellent ranking algorithm would assign higher ranking to more useful resources or experts. What resources are considered useful In a folksonomic system? Does a standard superior to frequency or freshness exist? The resource recommended by more users with mere expertise should be worthy of attention. This ranking paradigm can be implemented through a graph-based ranking algorithm. Two well-known representatives of such a paradigm are Page Rank by Google and HITS(Hypertext Induced Topic Selection) by Kleinberg. Both Page Rank and HITS assign a higher evaluation score to pages linked to more higher-scored pages. HITS differs from PageRank in that it utilizes two kinds of scores: authority and hub scores. The ranking objects of these pages are limited to Web pages, whereas the ranking objects of a folksonomic system are somewhat heterogeneous(i.e., users, resources, and tags). Therefore, uniform application of the voting notion of PageRank and HITS based on the links to a folksonomy would be unreasonable, In a folksonomic system, each link corresponding to a property can have an opposite direction, depending on whether the property is an active or a passive voice. The current research stems from the Idea that a graph-based ranking algorithm could be applied to the folksonomic system using the concept of mutual Interactions between entitles, rather than the voting notion of PageRank or HITS. The concept of mutual interactions, proposed for ranking the Semantic Web resources, enables the calculation of importance scores of various resources unaffected by link directions. The weights of a property representing the mutual interaction between classes are assigned depending on the relative significance of the property to the resource importance of each class. This class-oriented approach is based on the fact that, in the Semantic Web, there are many heterogeneous classes; thus, applying a different appraisal standard for each class is more reasonable. This is similar to the evaluation method of humans, where different items are assigned specific weights, which are then summed up to determine the weighted average. We can check for missing properties more easily with this approach than with other predicate-oriented approaches. A user of a tagging system usually assigns more than one tags to the same resource, and there can be more than one tags with the same subjectivity and objectivity. In the case that many users assign similar tags to the same resource, grading the users differently depending on the assignment order becomes necessary. This idea comes from the studies in psychology wherein expertise involves the ability to select the most relevant information for achieving a goal. An expert should be someone who not only has a large collection of documents annotated with a particular tag, but also tends to add documents of high quality to his/her collections. Such documents are identified by the number, as well as the expertise, of users who have the same documents in their collections. In other words, there is a relationship of mutual reinforcement between the expertise of a user and the quality of a document. In addition, there is a need to rank entities related more closely to a certain entity. Considering the property of social media that ensures the popularity of a topic is temporary, recent data should have more weight than old data. We propose a comprehensive folksonomy ranking framework in which all these considerations are dealt with and that can be easily customized to each folksonomy site for ranking purposes. To examine the validity of our ranking algorithm and show the mechanism of adjusting property, time, and expertise weights, we first use a dataset designed for analyzing the effect of each ranking factor independently. We then show the ranking results of a real folksonomy site, with the ranking factors combined. Because the ground truth of a given dataset is not known when it comes to ranking, we inject simulated data whose ranking results can be predicted into the real dataset and compare the ranking results of our algorithm with that of a previous HITS-based algorithm. Our semantic ranking algorithm based on the concept of mutual interaction seems to be preferable to the HITS-based algorithm as a flexible folksonomy ranking framework. Some concrete points of difference are as follows. First, with the time concept applied to the property weights, our algorithm shows superior performance in lowering the scores of older data and raising the scores of newer data. Second, applying the time concept to the expertise weights, as well as to the property weights, our algorithm controls the conflicting influence of expertise weights and enhances overall consistency of time-valued ranking. The expertise weights of the previous study can act as an obstacle to the time-valued ranking because the number of followers increases as time goes on. Third, many new properties and classes can be included in our framework. The previous HITS-based algorithm, based on the voting notion, loses ground in the situation where the domain consists of more than two classes, or where other important properties, such as "sent through twitter" or "registered as a friend," are added to the domain. Forth, there is a big difference in the calculation time and memory use between the two kinds of algorithms. While the matrix multiplication of two matrices, has to be executed twice for the previous HITS-based algorithm, this is unnecessary with our algorithm. In our ranking framework, various folksonomy ranking policies can be expressed with the ranking factors combined and our approach can work, even if the folksonomy site is not implemented with Semantic Web languages. Above all, the time weight proposed in this paper will be applicable to various domains, including social media, where time value is considered important.

산업의 주식시장 선행성에 관한 실증분석 - 자산간 수익률 예측 가능성 - (A Study on Industries's Leading at the Stock Market in Korea - Gradual Diffusion of Information and Cross-Asset Return Predictability-)

  • 김종권
    • 대한안전경영과학회:학술대회논문집
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    • 대한안전경영과학회 2004년도 추계학술대회
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    • pp.355-380
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    • 2004
  • 이 논문은 과거의 산업 포트폴리오 수익률이 어떻게 확률추세(stochastic trend)로부터 전체 주식시장과 두 가지 거시경제 변수(경기동행지수와 산업생산)들을 예측할 수 있는 지를 알아보는 데에 초점을 두고 있다. 먼저, 산업들의 포트폴리오 수익률과 전체 주식시장 수익률이 VAR모형을 토대로 볼 경우 Granger 인과관계를 갖고 있는지를 살펴보았다. 이 분석의 결과에서 건설, 금속, 무역, 반도체, 보험, 비금속광물, 서비스, 섬유, 식료, 운수/창고, 유통, 의류, 자동차부풀, 전기전자, 정유, 조선, 종이/목재, 증권, 컴퓨터, 통신, 화학 등 21개 업종은 각 산업별 포트폴리오 수익률이 전체 주식시장 수익률을 $5\%$ 수준에서 통계적으로 유의한 영향을 주고 있음을 알 수 있었다. 이들 21개의 산업별 포트폴리오 수익률은 경제적으로도 중요한 의미를 지니고 있다. 즉, 당월(t)의 비금속광물과 정유, 금속 포트폴리오 수익률 등은 다음 월(t+1)의 전체 주식시장 수익률과 음(-)의 상관관계를 갖고 있는 것을 알 수 있었다. 이는 역사적인 데이터를 살펴볼 때, 이들 산업 제품의 가격의 상승은 향후 경제에 악영향을 주기 때문인 것이다. 반면에, 의류 및 무역 등의 경우에는 반대로 이들 산업들의 포트폴리오 수익률이 전체 주식시장 수익률과 양의 상관관계를 나타내 이들 산업들에 있어서 높은 수익률은 향후 경제가 상승국면이 예상됨을 나타내어 주고 있다. 이와 같은 산업별 포트폴리오 수익률과 거시경제변수 간의 높은 상관관계를 토대로 하여 전체 주식시장 수익률 예측을 가능하게 하는 업종 정보(sector information)의 점진적 확산(slow diffusion) 현상이 발생하게 되는 것이다.수 있었다.의 20세 이하 골절 및 탈구가$30.3\%까지 감소하게되어 년도가 증가함에 따라 청장년 층에 비하여 소아골절 및 탈구가 전체적으로 감소하는 경향을 보였다. 스키골절의 부위별 발생빈도는 1990년 이전까지 하지골절 및 탈구가 많았으나 이후 점차 상지의 골절 탈구가 증가하였다 하지에서 가장 많은 골절은 경골 골절이었으며, 경골골절은 회전력에 의한 나선형골절이 $76.5\%로 가장 많았고 년도에 따른 변화는 보이지 않았다. 스키손상의 발생빈도는 초기에 비하여 점차 감소하는 경향을 보였으며, 손상의 특성도 부위별, 연령별로 다양한 변화를 나타내었다.해가능성을 가진 균이 상당수 검출되므로 원료의 수송, 김치의 제조 및 유통과정에서 병원균에 대한 오염방지에 유의하여야 할 것이다. 확인할 수 있었다. 이상의 결과에 의하면 고농도의 유기물이 함유된 음식물쓰레기는 Hybrid Anaerobic Reactor (HAR)를 이용하여 HRT 30일 정도에서 충분히 직접 혐기성처리가 가능하며, 이때 발생된 $CH_{4}$를 회수하여 이용하면 대체에너지원으로 활용 가치가 높은 것으로 판단된다./207), $99.2\%$(238/240), $98.5\%$(133/135) 및 $100\%$ (313)였다. 각각 두 개의 요골동맥과 우내흉동맥에서 부분협착이나 경쟁혈류가 관찰되었다. 결론: 동맥 도관만을 이용한 Off pump CABG를 시행하여 감염의 위험성을 증가시키지 않으면서 영구적인 신경학적 합병증을 일으키지 않았고 좋은 혈관 개존율을 보여주었다. 따라서 동맥 도관을 이용한 Off pump CABG는 관상동맥의 협착의 정도에

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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.

집체범죄감대경향일본산품적영향(集体犯罪感对倾向日本产品的影响) (The Impact of Collective Guilt on the Preference for Japanese Products)

  • Maher, Amro A.;Singhapakdi, Anusorn;Park, Hyun-Soo;Auh, Sei-Gyoung
    • 마케팅과학연구
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    • 제20권2호
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    • pp.135-148
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    • 2010
  • 阿拉伯人联合抵制丹麦产品, 澳大利亚人联合抵制法国产品, 而中国人厌恶日本产品, 这些是国家间的敌对行为影响消费行为的案例. 敌意文献中已考查过消费者对其他国家敌对行为的反应, 以及这种敌意如何影响消费者对敌对国家产品的态度和倾向. 例如, 中国消费者不愿购买日本产品, 是由于日本人在第二次世界大战中的暴行, 以及不平等的经济往来(Klein, Ettenson and Morris 1998). 然而在市场营销文献中, 却没有考查过那些对他国实施敌对行为的国家消费者的反应, 这些敌对行为是否会影响他们购买受害国产品的态度. 社会心理学文献认为, 消费者面对这样的敌对行为时, 会产生一种集体犯罪感. 集体犯罪感源于当组织成员认为组织要对伤害其他组织的行为负责时所产生的痛苦感(Branscombe, Slugoski, and Kappenn 2004). 案例包括美国人由于美军在Abu Ghraib监狱的暴行而产生犯罪感(Iyer, Schamder and Lickel 2007), 荷兰由于过去对印度尼西亚的占领而产生犯罪感(Doosje et al. 1998). 本研究的主要目的是考查当国家成员对他国有敌对行为时消费者的感知, 这种感知是否会影响他们对敌对国家产品的态度. 更准确的说, 本研究的目标之一是考查集体犯罪感的感知前提, 以及当国家成员对他国有敌对行为时, 人们的情绪反应. 另一个目标是考查集体犯罪感如何影响消费者对敌对国产品的感知和倾向. 如果集体犯罪感能起到明显的预言作用, 敌对国双方的公司可能会从这类不幸的事件中受益. 本研究利用了由Klein, Ettenson and Morris (1998)提出并经Klein (2002)发展的敌意模式. Klein发现美国消费者对日本人怀有敌意, 起因是二战期间的事件(如日军偷袭珍珠港)和近年来日本的经济威胁. 因此本研究认为, 二战间的事件(如广岛长崎的原子弹爆炸)可能导致美国消费者的集体犯罪感. 曾有过一系列的三个假设, 第一个假设关于集体犯罪感的前提. 之前有研究认为当消费者感知到侵害造成的非法伤害, 并且认为侵犯者来自的国家应为此负责, 集体犯罪感就产生了(Wohl, Branscombe, and Klar 2006). 因此提出下列假设: 假设1a: 感知到的伤害非法性越高, 集体犯罪感越强烈. 假设1b: 责任越大, 集体犯罪感也肯定越强烈. 第二个和第三个假设关于集体犯罪感对倾向日本产品的影响. Klein (2002)发现对日本的敌意越强, 相比较韩国产品对日本产品的倾向越小, 但相比较美国产品对日本产品的倾向并未变小. 这些结果说明集体犯罪感存在时, 消费者在购买日本产品和韩国产品时会更倾向于前者, 但在购买日本产品和美国产品时并未受影响. 假设2: 集体犯罪感与购买日本产品的倾向大于韩国产品有关, 但与购买日本产品的倾向大于美国产品无关. 假设3: 集体犯罪感与购买日本产品的倾向大于韩国产品有关, 并且对产品的判断和敌意保持不变. 有过一个实验测试这个假设. 使被调查者面临发生在二战中的敌对事件, 从而产生非法伤害和责任. 该实验由一家美国的消费者调查小组收集数据, 将调查对象随机分配到低等级责任和违法情况(n=259)或高等级责任和违法情况(n=268). 测试假设关系时, 运用到潜在变量结构方程模式(LVSEM). 第一个假设得到了支持, 美国人因二战中对日本人的伤害而产生的伤害非法性和责任都对集体犯罪感有积极影响. 第二个假设也得到了支持, 集体犯罪感与购买日本产品的倾向大于韩国产品有关, 但与购买日本产品的倾向大于美国产品无关. 最后, 第三个假设也得到了支持, 集体犯罪感与购买日本产品的倾向大于韩国产品有关, 同时还影响人们对日本产品的判断和敌意. 由这些研究的结果可得出结论. 第一, 伤害的非法性和责任是集体犯罪感的前提. 第二, 当消费者面临来自敌对行为目标国家的产品和其他外国产品之间的选择时, 会受到集体犯罪感的影响. 但当他们面临来自敌对行为目标国家的产品和本国产品时, 不受集体犯罪感的影响. 这一结果意味着当竞争对手来自国外时, 利用集体犯罪感对那些受到敌对行为的国家的公司是可行的, 但当竞争对手来自国内时则不可行.