Many researchers conducted studies on the relationship between entrepreneur's characteristic, capability, strategy and performance of new venture. However, the development of scientific technique and the complexity of the business environment have stimulated entrepreneurial teams rather than individuals. Therefore, the necessity of theoretical and practical study on the effect of the characteristics of an entrepreneurial team on the new venture companies was suggested. Initial research on entrepreneurial team diversity has primarily addressed the impact of demographic diversity on performance. In order to verify the research model of this study, 287 delegates of new venture companies that participated in the projects at the 18 Centers for Creative Economy & Innovation in 17 regions of the country conducted validity and reliability test based on the questionnaire to which they answered. The result shows that only gender diversity among demographic diversity affected non-financial performance. Information diversity influenced career diversity on financial performance and diversity in education on non-financial performance. Also, the higher the previous sharing experience, the better the financial performance. Value diversity has negative effect on both financial and non-financial performance. Based on the results, theoretical and practical implications are derived. Also suggested are methodological limitations and future research directions.
Objectives : This study aimed to provide basic data on intervention strategies that occupational therapists can access by systematically analyzing the intervention and effectiveness for youth with disabilities. Methods : The RISS, PubMed, and Web of Science databases were used to search for papers published between 2006 and 2021. The keywords were "Disability AND Adolescents OR Young adult AND Transition education OR Transition program". Seven papers were selected for analysis, and the full text was reviewed. The keywords and national relations were analyzed and visualized using the WoS (Web of Science) and VOSviewer programs. Results : The participants were classified into five types (ASD or ADHD, ID, DD, and physical disability). The areas used for the intervention were mixed into three categories: occupation (academic), self-management (time), and interaction (personal relations and communication). Sociality and adaptation, quality of life, and at least one of the three categories of daily life activities showed significant improvement. Conclusions : This study can be used as basic data to expand the area where only OTs can contribute while grasping the research trend of the conversion program and presenting the direction of exchange with various experts by organizing the application and its effects.
International Journal of Internet, Broadcasting and Communication
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v.14
no.3
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pp.115-130
/
2022
Barrage is an interactive method based on video, and the video itself is visualized from the viewer's point of view to play people's emotions, and it already has an advantage in communication by attracting people's attention using stories and plays. Advances in digital and mobile technology have enabled video viewing anytime, anywhere. Due to the nature of the barrage site that relies on the same video content or playback to participate in video sharing through computers or mobile clients, a barrage that can express users' feelings and thoughts will be added, breaking down the limit of content acceptance by a single user. Barrage satisfy users' entertainment needs, and their influence is growing. Gradually, they are heading to offline movie theaters and TV from barrage videos on the Internet. Attempts to function as offline ammunition facilitated technological innovation for media convergence by converging mobile media with PCs and screens. At the same time, the trend of media convergence shown by coal screens is also a trend of overall technological development. A barrage is an extension of human communication skills. The properties of the barrage fit well with the need for experiential marketing (via video). It can provide a visual experience and create an atmosphere of "surrounding and watching" and eliminate loneliness. Barrage itself provides a function to comment on videos, which is a trigger point for the reason, and donation adds to the amount of information in the video, adding to the fun of the video. Through the barrage, sarcastic, teasing, and expressing emotions can bring entertainment experiences, and users can produce and communicate their shooting text while consuming the satisfaction brought by the shooting. At the same time, Barrage attaches great importance to the needs of the masses, is more individual and diversified, and has commercial significance in line with the current development trend of the Internet. As a new interactive method, barrage contains huge potential value. However, the impact of the interactive way of barrage should also be viewed from a dialectical point of view, how to solve the difficulties in the development of barrage. The way to solve the difficulties in the development of barrage is worth studying. This research will analyze the reasons for the development of barrage and the analysis of Chinese barrage websites, the case analysis of barrage videos, the exploration of the characteristics and values of barrage, and the problems in the process of barrage communication. Provide reference for the development of industrial culture.
This study examines the forms and current status of online performance content production in the field of the performing arts through diversified video media platforms. For this, it studied the leading case of Cirque du Soleil Entertainment and analyzed the unique brand value innovation elements of Cirque du Soleil, the background and current status of the digital hub platform of "Cirque Connect", and its various sub-contents that have diversified original contents. Digital platform applications and sub-content production in the field of the performing arts require an understanding of the needs of the public, who are familiar with media content appreciation, and strategic planning that takes into consideration everything from the initial stages of performance planning to the creation of varied sub-contents. This will promote the improvement of sub-content quality and increase the product value of digital contents in the performing arts through distinctions made from other various forms of cultural and artistic contents. environments in which information from various perspectives related to performance works can easily be accessed through online platforms will enhance the popularity of the performing arts field and allow the performing arts industry to expand its base in rapidly changing cultural enjoyment methods. For the performing arts field to be competitive within cultural trends that are being diversified, the most important tasks to be completed are gaining brand value innovation that enhances the artistic and cultural value of performance works and based on this, producing various sub-contents.
This study aims to verify the possibility of using the blog mining to collect public opinion in the field of housing policy, thus, it collected blog posts with the keyword 'Happy Housing', extracted the main keywords from them, and analyzed the public's perception through keyword and word cluster analysis. 137,002 blog posts were used as analysis data from May 2013, when social discussion about happy housing spread, to August 2021, and the words derived by dividing the period into three stages in consideration of major housing policies and data collection were analyzed. The results are as follows. In the keyword analysis, overall, the importance of words related to the location, the number, the size, and the conditions for occupancy of Happy Housing is high. In the first stage, government policy implementation, in the second stage, the application process for Happy Housing, and in the third stage, recruitment notices, occupancy qualifications, and rental conditions are found to be highly important. In cluster analysis, project progress, application process, and project area were drawn as main themes at all stages. In particular, policy implementation and implementation plan in the first stage, occupancy qualification and financial support in the second stage, and policy implementation and occupancy qualification in the third stage were drawn as main themes. These results present the possibility of the blog mining as a method of collecting public opinion by sharing policy-related information, reflecting social issues, evaluating whether policies are delivered, and inferring the public's participation in policies.
More than a year has already passed since the Gyeongbuk Hemp Regulation Free Zone Project was implemented, and it is time to supplement and review the deficiencies in production history management for the domestic hemp industry after the Free Regulatory Zone. In this study, the current status and characteristics of cannabis history management in the Gyeongbuk Hemp Regulation Free Zone project were investigated, and problems with current history management were derived using service design tools such as pilot interviews, shadowing, and Customer journey map. The case of the cannabis production system and the CTS recommended for the legal cannabis market in Oregon, a leading country, was compared and analyzed, and the direction was to secure safety through production cycle history management suitable for growth characteristics, efficient technology application for real-time management, and history information sharing. Through this study, it is expected that it will help improve the current hemp production history management system and properly settle the history management system of domestic hemp industrialization in the future.
The Journal of The Korea Institute of Intelligent Transport Systems
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v.21
no.3
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pp.18-29
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2022
Recently, cooperative intelligent transport systems (C-ITS) testbeds have been deployed in great numbers, and advanced autonomous driving research using V2X communication technology has been conducted actively worldwide. In particular, the broadcasting services in their beginning days, giving warning messages, basic safety messages, traffic information, etc., gradually developed into advanced network services, such as platooning, remote driving, and sensor sharing, that need to perform real-time. In addition, technologies improving these advanced network services' throughput and latency are being developed on many fronts to support these services. Notably, this research analyzed the network latency requirements of the advanced network services to develop a remote driving service for the droid type low-speed robot based on the 3GPP C-V2X communication technology. Subsequently, this remote driving service's performance was evaluated using system modeling (that included the operator behavior) and simulation. This evaluation showed that a respective core and access network latency of less than 30 ms was required to meet more than 90 % of the remote driving service's performance requirements under the given test conditions.
This study aims to analyze safety reports received through the recently added SMS safety self-report in the Air Force's "integrated air control management" system, identify hazards, present improvements by region (base), and lay the foundation for future data-based safety management. To identify risk factors, it was first classified by base based on data classified into 16 groups in the autonomous reporting system, and second classified in detail based on the type and description. Risk factors were analyzed for the most reported control cooperation (306) items, and improvements were derived by dividing risk factors into information sharing, regulations, procedures, education, training, and equipment items based on the analysis results. It was confirmed that risk factors and specific improvements vary by base (12), which is important data that can present statistical analysis and the direction of safety management in the flight control field by base (region). In addition, since there is no data-based risk factor analysis study for each specific base (region), it can be used in the future as basic research data for data-oriented safety management.
Kim, Mi Jin;Jandg, Hyun Hee;Yun, Suk Yonng;Choi, Byung Jin
Journal of the Korean Society of Floral Art and Design
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no.41
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pp.13-24
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2019
The purpose of this study was to analyze research papers related to forest play of children's and present future research directions and basic data. 174 out of the forest play papers for children's provided to the research information sharing service (www. riss. kr) from 2009 to 2018 were studied. The number of papers according to the study was 114 published for children. Looking at the research method of forest play papers for children, 55.17% for experimental papers, 9.77% for observation papers, 17.82% for research papers, 5.75% for case studies, 6.32% for literature review papers and 5.17% for other papers. Looking at trends by target age, in the case of the papers which studied on the single age, the number of papers researching on age 3.51%) for 2 years old, 2.63% for the 3 years old, 9.65% for the 4 years old, 35.96% for the 5 years old. A total of 40.36% consisted of children aged between 2 and 5 years. A total of 7.89% were published for infants and children with handicapped. The number of theses that studied emotional development accounted for 30.7%, social development was 25.44%, cognitive development was 16.67%, self concept development was 14.04%, physical development was 6.14%, language development was 3.51% and other development was 3.51%. As a result of the above analysis, it was necessary to study the language development and the forest play.
This study aims to provide basic data for revitalizing creativity research related to early childhood teachers by analyzing creativity research related to early childhood teachers. For this study, 103 master's and doctoral dissertations in Korea, which were searched through the National Assembly Library and the Research Information Sharing Service (RISS), were selected under the themes of 'early childhood teacher', 'creativity', and 'creativity research trends'. The frequency and percentage were calculated by analyzing creativity research related to early childhood teachers with five criteria: research period, research content, research method, research subject, and creativity factor. As a result of the study, first, as for the trends of creativity research related to early childhood teachers, 91 master's theses (88.3%) and 12 doctoral theses (11.7%) were conducted from 1991 to 2022, focusing on master's theses. Second, trends by research content were found in 20 basic studies (19.4%) and 83 practical studies (80.6%). Creativity research related to early childhood teachers is being actively conducted centering on practical research. Third, trends by research method showed 96 quantitative studies (93.2%), 7 qualitative studies (6.8%), and 0 literature studies (0%). Creativity studies related to early childhood teachers were being conducted with a focus on quantitative research. Fourth, the trend by research subject consisted of 100 studies (97.1%) related to early childhood teachers and 3 studies (2.9%) related to pre-service early childhood teachers. Fifth, trends by creativity factor were found in 56 studies (54.4%) related to teacher's variables and 47 studies (45.6%) related to creativity education methods. Studies related to teacher's variables were relatively higher than creativity education methods. As a result of this study, there is a lack of Christian education research in creativity research related to early childhood teachers, so it is expected that it will be done in the future.
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