• 제목/요약/키워드: Time-dependent effect

검색결과 2,002건 처리시간 0.032초

인터넷쇼핑몰의 VMD 구성요인에 대한 탐색적 연구 (An Exploratory Study on the Components of Visual Merchandising of Internet Shopping Mall)

  • 김광석;신종국;구동모
    • 마케팅과학연구
    • /
    • 제18권2호
    • /
    • pp.19-45
    • /
    • 2008
  • 본 연구는 인터넷쇼핑몰 비주얼 머천다이징의 주요차원을 고객이 쇼핑몰에 진입한 후 정보탐색과 대안평가를 거치는 등의 쇼핑과정을 토대로 AIDA모형 관점에서 점포, 제품, 촉진에 초점을 맞추었다. VMD의 주요차원(primary dimensions)으로는 점포디자인, 머천다이징, 그리고 머천다이징단서로 구분하였다. 선행연구 결과를 토대로 점포다자인의 하위차원으로는 차별성, 간결성, 위치확인성을, 머천다이즈의 하위차원으로는 제품구색, 명성, 정보성을, 그리고 머천다이징단서의 하위차원으로는 제품추천 및 링크를 설정하여 VMD태도와의 관계를 탐색적으로 조사하였다. 연구결과 이들 세 차원은 종속변수에 유의한 정의 영향을 미치는 것으로 나타났다.

  • PDF

창업보육서비스에 따른 입주기업의 창업보육센터 의존도에 관한 연구 (A Study on Startups' Dependence on Business Incubation Centers)

  • 박재성;리철;김재전
    • 중소기업연구
    • /
    • 제31권2호
    • /
    • pp.103-120
    • /
    • 2009
  • 창업보육센터는 창업을 준비하는 예비창업자 및 신규 창업자에게 사업을 영위하는데 필요한 자원 및 서비스를 제공하고, 사업을 수행하는 과정에서 발생되는 다양한 문제의 해결에 도움을 주고 있다. 그러나 이러한 지원은 상황에 따라 기업의 자생력을 높이기보다는 창업보육센터에 대한 의존도를 높이는 경향이 있다. 본 연구는 창업보육서비스를 제공형태에 따라 인프라 지원, 네트워크 연계 지원, 직접 지원으로 분류한 후에 이들 서비스의 제공이 입주기업의 창업보육센터 의존도에 미치는 영향관계를 살펴보고, 아울러 입주기간에 따른 조절효과를 살펴보았다. 연구결과 세 가지 보육서비스 모두 의존도에 영향을 미치는 것으로 파악되었으며, 입주기간에 따른 조절효과는 기간이 늘어날수록 네트워크 연계 지원서비스에 정의 효과가 있는 반면 직접 지원서비스는 부의 효과가 있는 것으로 파악되었다. 이러한 결과는 입주기간이 늘어감에 따라 직접 지원서비스의 경우에는 입주기업이 센터의 자원을 흡수하여 기업의 역량으로 만들어 가지만, 네트워크 연계 지원서비스는 기업의 센터에 대한 의존도를 높이고 있다는 것을 보여준다. 따라서 신생기업이 자생력을 갖기 위해서는 보육서비스를 보육기간에 따라 차별적으로 제공해야 한다는 시사점을 제시하고 있다.

혈소판이 소 폐동백 내피세포의 Endothelin 생산에 미치는 효과 (The Effect of Platelets on Endothelin Production in Bovine Pulmonary Artery Endothelial Cells)

  • 이상도;심태선;권석운;류진숙;이재담;임채만;고윤석;김우성;김동순;김원동
    • Tuberculosis and Respiratory Diseases
    • /
    • 제44권5호
    • /
    • pp.1114-1124
    • /
    • 1997
  • 연구배경 : Endothelin(이하 ET로 약함)은 폐혈관 내피세포에서 생산되며 강한 혈관 수축작용이 있는 peptide이다. 일차성 폐동맥고혈압과 급성 폐동맥색전증 환자의 혈장내 ET이 증가하고 이들 질환에서의 심폐기능장애에 ET이 중요한 역할을 하리라고 추측되나 ET증가의 기전에 대해서는 알려진 바 없다. 이들 두 질환은 모두 혈전증이 중요한 병태생리 소견이므로 저자들은 혈소판과 활성화된 혈소판에서 유리된 매개체들이 폐혈관 내피세포에서 ET 생산을 증가시킬 것이라고 가정하고 이를 확인하기 위하여 연구를 시행하였다. 방 법 : 소 폐동맥내피세포 배양배지에 혈소판, thrombin(0.1~10u/ml), transforming growth factor-${\beta}1$(TGF-${\beta}1$, 1-1000pM), serotonin(1-100uM), 및 내독소(1ug/ml)를 첨가한 후 18시간 배양하여 배지내로 유리된 immunoreactive ET(이하 ir-ET로 약함)을 방사선면역측정법으로 정량분석 하였다. 결과 : 소 폐동맥내피세포 배양 상청액내 ir-ET은 배양 시간에 비례하여 증가하였으며 혈소판 $10^8/ml$을 첨가한 군에서는 배양 8시간 및 18시간 후에 대조배지군에 비해 유의하게 높았다(p<0.05). 혈소판 첨가군에서 배양 상청액내 ir-ET은 혈소판의 수가 증가함에 따라 증가하는 경향을 보였고 $10^8/ml$에서는 대조배지군에 비해 유의하게 높았다 (0<0.05). Ir-ET를 증가시키지 않는 혈소판 ($10^7/ml$)에 ir-ET을 유의하게 증가시키지 않는 농도의 thrombin (0.1u/ml) 또는 내독소(1ug/ml)를 각각 첨가한 군에서 배양 상청액내 ir-ET은 배지 대조군과 단독 첨가군 (thrombin 0.1u/ml, 내독소 1ug/ml)에 비해 각각 유의하게 높았다(p<0.05). 소 폐동맥내피세포 배양 상청액내 ir-ET은 thrombin(1-10ug/ml), TGF-${\beta}1$(100-1000pM) 첨가군에서 각각 대조배지군에 비해 유의하게 높았으며 (p<0.05), serotonin(1-100uM) 첨가군은 대조배지군파 유의한 차이가 없었다. 결 론 : 소 폐동맥 내피세포에서 ET 생산을 자극하며 그 기전은 혈소판과 활성화된 혈소판에서 유리되는 TGF-${\beta}1$ 등의 매개물에 의한 내피세포의 자극으로 생각되며 이외에 혈소판에 의한 내피세포의 ET 생산 반응 조절(priming) 가능성도 추측할 수 있다.

  • PDF

한국 제천 감초(Glycyrrhiza uralensis Fisher)의 추출 조건별 추출물의 항산화 및 항균 활성 평가 (Antioxidant and Antibacterial Activities of Glycyrrhiza uralensis Fisher (Jecheon, Korea) Extracts Obtained by various Extract Conditions)

  • 하지훈;정윤주;성준섭;김경미;김아영;부민민;서지영;이난희;박진오;박수남
    • 대한화장품학회지
    • /
    • 제41권4호
    • /
    • pp.361-373
    • /
    • 2015
  • 본 연구는 한국 제천에서 재배된 감초(Glycyrrhiza uralensis Fisher, G. uralensis)를 대상으로 추출 조건(85% 에탄올, 추출 온도 및 시간)별로 추출한 추출물에 대하여 항산화 활성 및 항균 활성을 측정하고 이로부터 최적의 추출 조건을 선정하여 감초 추출물을 화장품 원료로 개발하기 위한 제조 공정에 활용하고자 하였다. 실험에 사용한 시료는, 각 추출 조건에서 얻어진 추출물을 농축하여 분말로 한 시료(시료-1)와 추출물을 농축하지 않고 추출물 원액을 그대로 사용한 시료(시료-2)이다. 항산화 활성은 라디칼 소거활성, 총항산화능, 활성 산소로 유도된 세포손상에서 세포보호효과를 측정하였다. 항균 활성은 피부 상재균에 대한 최소저해농도를 측정하였다. 1,1,-Diphenyl-2-picrylhydrazyl를 이용한 라디칼 소거활성에서, 시료-1은 $100{\mu}g/mL$에서 추출시간이 6 h일 때가 12 h일 때보다 약 10% 정도 더 큰 라디칼 소거활성을 나타냈다. 반면에 시료-2의 라디칼 소거활성은 추출 시간에 따른 유의적 차이를 나타내지 않았다. 한편 동일 온도에서 12 h 추출한 추출물의 수율은 6 h 추출한 경우의 수율보다 2.6배 더 컸다. 하지만 총 플라보노이드 함량은 1.1배 정도 더 크게 나타났다. 따라서 추출 시간이 길어도 총플라보노이드 함량은 거의 증가하지 않았음을 보여준다. 추출 조건별 감초 추출물의 라디칼 소거활성, 총항산화능 및 세포보호효과가 추출물의 수율을 반영한 것이 아니라 추출물 중에 함유된 총플라보노이드 함량에 의존함을 나타내고 있다. 피부 상재균에 대한 항균 활성은 추출 조건별 동일 농도(시료-1)에서 측정했을 때, 세 균주(S. aureus, B. subtilis, P. acnes)에 대해 25 및 $40^{\circ}C$에서 추출된 감초추출물($156{\mu}g/mL$)은 methyl paraben ($2,500{\mu}g/mL$)보다 약 16배 정도로 매우 큰 항균 활성을 나타냈다. 결론적으로 항산화 활성 및 항균 활성이 큰 감초 추출물의 최적 추출 조건은 85% 에탄올로 $40^{\circ}C$에서 6 h 추출한 추출물이 최적임을 확인할 수 있었다. 본 연구 결과, 화장품에 항산화 활성 및 항균 활성이 큰 감초 추출물을 원료화하기 위해서는 추출 조건별 추출물의 수율, 활성 성분의 수율, 추출물의 농도별 활성 평가와 추출 수율이 반영된 추출물 원액 자체의 활성을 종합 평가해서 추출 조건을 선정해서 원료의 제조 공정에 반영하는 것이 중요함을 시사한다.

A Study on the Meaning and Strategy of Keyword Advertising Marketing

  • Park, Nam Goo
    • 유통과학연구
    • /
    • 제8권3호
    • /
    • pp.49-56
    • /
    • 2010
  • At the initial stage of Internet advertising, banner advertising came into fashion. As the Internet developed into a central part of daily lives and the competition in the on-line advertising market was getting fierce, there was not enough space for banner advertising, which rushed to portal sites only. All these factors was responsible for an upsurge in advertising prices. Consequently, the high-cost and low-efficiency problems with banner advertising were raised, which led to an emergence of keyword advertising as a new type of Internet advertising to replace its predecessor. In the beginning of 2000s, when Internet advertising came to be activated, display advertisement including banner advertising dominated the Net. However, display advertising showed signs of gradual decline, and registered minus growth in the year 2009, whereas keyword advertising showed rapid growth and started to outdo display advertising as of the year 2005. Keyword advertising refers to the advertising technique that exposes relevant advertisements on the top of research sites when one searches for a keyword. Instead of exposing advertisements to unspecified individuals like banner advertising, keyword advertising, or targeted advertising technique, shows advertisements only when customers search for a desired keyword so that only highly prospective customers are given a chance to see them. In this context, it is also referred to as search advertising. It is regarded as more aggressive advertising with a high hit rate than previous advertising in that, instead of the seller discovering customers and running an advertisement for them like TV, radios or banner advertising, it exposes advertisements to visiting customers. Keyword advertising makes it possible for a company to seek publicity on line simply by making use of a single word and to achieve a maximum of efficiency at a minimum cost. The strong point of keyword advertising is that customers are allowed to directly contact the products in question through its more efficient advertising when compared to the advertisements of mass media such as TV and radio, etc. The weak point of keyword advertising is that a company should have its advertisement registered on each and every portal site and finds it hard to exercise substantial supervision over its advertisement, there being a possibility of its advertising expenses exceeding its profits. Keyword advertising severs as the most appropriate methods of advertising for the sales and publicity of small and medium enterprises which are in need of a maximum of advertising effect at a low advertising cost. At present, keyword advertising is divided into CPC advertising and CPM advertising. The former is known as the most efficient technique, which is also referred to as advertising based on the meter rate system; A company is supposed to pay for the number of clicks on a searched keyword which users have searched. This is representatively adopted by Overture, Google's Adwords, Naver's Clickchoice, and Daum's Clicks, etc. CPM advertising is dependent upon the flat rate payment system, making a company pay for its advertisement on the basis of the number of exposure, not on the basis of the number of clicks. This method fixes a price for advertisement on the basis of 1,000-time exposure, and is mainly adopted by Naver's Timechoice, Daum's Speciallink, and Nate's Speedup, etc, At present, the CPC method is most frequently adopted. The weak point of the CPC method is that advertising cost can rise through constant clicks from the same IP. If a company makes good use of strategies for maximizing the strong points of keyword advertising and complementing its weak points, it is highly likely to turn its visitors into prospective customers. Accordingly, an advertiser should make an analysis of customers' behavior and approach them in a variety of ways, trying hard to find out what they want. With this in mind, her or she has to put multiple keywords into use when running for ads. When he or she first runs an ad, he or she should first give priority to which keyword to select. The advertiser should consider how many individuals using a search engine will click the keyword in question and how much money he or she has to pay for the advertisement. As the popular keywords that the users of search engines are frequently using are expensive in terms of a unit cost per click, the advertisers without much money for advertising at the initial phrase should pay attention to detailed keywords suitable to their budget. Detailed keywords are also referred to as peripheral keywords or extension keywords, which can be called a combination of major keywords. Most keywords are in the form of texts. The biggest strong point of text-based advertising is that it looks like search results, causing little antipathy to it. But it fails to attract much attention because of the fact that most keyword advertising is in the form of texts. Image-embedded advertising is easy to notice due to images, but it is exposed on the lower part of a web page and regarded as an advertisement, which leads to a low click through rate. However, its strong point is that its prices are lower than those of text-based advertising. If a company owns a logo or a product that is easy enough for people to recognize, the company is well advised to make good use of image-embedded advertising so as to attract Internet users' attention. Advertisers should make an analysis of their logos and examine customers' responses based on the events of sites in question and the composition of products as a vehicle for monitoring their behavior in detail. Besides, keyword advertising allows them to analyze the advertising effects of exposed keywords through the analysis of logos. The logo analysis refers to a close analysis of the current situation of a site by making an analysis of information about visitors on the basis of the analysis of the number of visitors and page view, and that of cookie values. It is in the log files generated through each Web server that a user's IP, used pages, the time when he or she uses it, and cookie values are stored. The log files contain a huge amount of data. As it is almost impossible to make a direct analysis of these log files, one is supposed to make an analysis of them by using solutions for a log analysis. The generic information that can be extracted from tools for each logo analysis includes the number of viewing the total pages, the number of average page view per day, the number of basic page view, the number of page view per visit, the total number of hits, the number of average hits per day, the number of hits per visit, the number of visits, the number of average visits per day, the net number of visitors, average visitors per day, one-time visitors, visitors who have come more than twice, and average using hours, etc. These sites are deemed to be useful for utilizing data for the analysis of the situation and current status of rival companies as well as benchmarking. As keyword advertising exposes advertisements exclusively on search-result pages, competition among advertisers attempting to preoccupy popular keywords is very fierce. Some portal sites keep on giving priority to the existing advertisers, whereas others provide chances to purchase keywords in question to all the advertisers after the advertising contract is over. If an advertiser tries to rely on keywords sensitive to seasons and timeliness in case of sites providing priority to the established advertisers, he or she may as well make a purchase of a vacant place for advertising lest he or she should miss appropriate timing for advertising. However, Naver doesn't provide priority to the existing advertisers as far as all the keyword advertisements are concerned. In this case, one can preoccupy keywords if he or she enters into a contract after confirming the contract period for advertising. This study is designed to take a look at marketing for keyword advertising and to present effective strategies for keyword advertising marketing. At present, the Korean CPC advertising market is virtually monopolized by Overture. Its strong points are that Overture is based on the CPC charging model and that advertisements are registered on the top of the most representative portal sites in Korea. These advantages serve as the most appropriate medium for small and medium enterprises to use. However, the CPC method of Overture has its weak points, too. That is, the CPC method is not the only perfect advertising model among the search advertisements in the on-line market. So it is absolutely necessary that small and medium enterprises including independent shopping malls should complement the weaknesses of the CPC method and make good use of strategies for maximizing its strengths so as to increase their sales and to create a point of contact with customers.

  • PDF

한국의 하추잠작 안정을 위한 환경요인에 관한 연구 (Studies on the Environmental Factors Affecting the Cocoon Crops in Summer and Autumn in Korea)

  • 이상풍
    • 한국잠사곤충학회지
    • /
    • 제16권2호
    • /
    • pp.1-34
    • /
    • 1974
  • 우리나라의 다회육 육잠체계를 확립하기 위해서 하추잠작을 안정시키기 위한 각종 요인 및 동요인이 실용형질에 미치는 경향을 구명코저 실시한 수개시험중 사육시기별 잠작에 관한 시험에서는 우선 우리나라에서 3회육 이상의 다회육을 할 경우 사육시기별 잠작의 정도를 구명코저 연간 11기를 4개장소, 3개년에 걸처 실시하였고, 결과에서 하추잠작이 불량했던 원인을 알고저 실시한 양잠농가의 추잠작 불안정 요인시험에서는 우리나라 전형적인 양잠농가로 추정되는 19호에 대한 주재 관찰조사 및 실험분석을 통한 실제의 불작요인을 조사하였다. 동조사에서 지적된 불작요인을 개선할 경우의 효과를 알고저 실시한 육잠기술 지도효과에서는 춘추 연40개 농가에게 불작요인을 개선 지도하였을 때 얻어지는 지도효과를 지도전년, 지도당년, 지도후년, 육잠기술 상, 하위 농가 및 춘추별로 인근 춘추 연758농가를 대조로 비교분석 하였다. 이상에서 간제되는 상엽질의 계절적 변화 추이를 알고저 시기별로 채취한 상엽분말을 동일시기 인공사료육을 통해서 양부의 판정을 시도하였고 이상에서 가장 큰 문제점으로 대두된 영양 및 온도조건이 하, 초추잠작에 있어서 누에 계량형질에 미치는 정도를 알고저 하잠시험에서는 치, 장잠별 엽질과 온도 등 4개요인을 하, 초추잠시기의 양부조건 2개수준(2$^4$), 초추잠시험에서는 하잠과 같은 4개요인에 변온 혹은 경엽구 1개수준을 추가한 3개수준(3$^4$)의 요인시험으로 실시했다. 이상에서 얻어진 시험들의 결과를 종합 요약하면 다음과 같다. 1. 사육시기별 잠작에 관한 시험 1)잠작의 일반적 경향은 춘잠은 소잠이 빠를수곡 양호하였으며 추잠은 관행소잠시기를 정점으로 하여 그 시기로부터 빠르거나 늦어질수록 점차로 불량하나, 빠를수록 급격하게 불량하다. 2) 우리나라의 잠기별 잠작은 춘(1~4기), 추(7~10기), 만추(11기), 하(5기) 초추(6기)잠 순으로 불량하였다. 3) 잠작과 영역접배를 고려한 다회 보통육은 1, 3, 8, 10기 등 4회육이 적합하고 조상 4회육은 10기 대신에 11기 대치로 무난하다. 2. 양잠농가의 추잠작 불안정 요인시험 1) 양잠농가의 수견량을 지배한 치명적인 요인은 잠실 잠구의 소독불충분에 의한 병원축적이며 2) 이차적 요인은 사육온습도 관리불량, 배게치기, 적숙엽 선정기술 불량 및 결상총과소 등이며 잠작과 경영구 요소는 관련이 없는것 같다. 3) 견층비율에는 뽕의 엽질이 가장 크게 영향되고, 다음으로 통원누적으로 인한 누에의 건강도에 영향한 것 같다. 3. 육잠기술 지도효과 1) 지도농가의 상자당 수견량 춘잠기 32.3kg, 추잠기 25.8kg으로서 대조 농가보다 각각 20%, 35%가 증수되어 연평균 29.0kg으로서 26%의 증수를 실증하였다. 2) 지도농가의 3등견 이상의 고치는 춘잠기 77.1%, 추잠기 83.7%로서 대조농가보다 각각 14.3%, 11.3%가 많았다. 3) 지도농가의 지도후년도의 상자당 수견중은 춘잠기 31.2kg, 추잠기 26.9kg, 연평균 28.9kg으로서 대조농가보다 각각 3%. 16%, 8%가 증수되였으므로 이는 기술지도의 잔류효과로 인정하였다. 4) 기술수준에 따른 잔류효과는 기술수준 상위농가는 0% 하위농가는 19%이었다. 4. 상엽질의 계절적 변화추이 1) 장잠기 상엽을 주재로 한 인공사료육의 결과는 춘> 만추≒하>추≒> 초추의 순으로 우수했다. 2) 치잠기 상엽을 주재로한 인공사료육의 결과는 춘, 만추, 추, 하, 초추 순위의 경향을 보였으나 유의차는 인정되지 않았다. 5. 하추잠작 흉작 요인시험 1) 초추잠 (1) 치잠기의 고온은 생존율과 수견량을 크게 감소케 한 요인이 었으며, (2) 장잠기의 온도는 고온순으로 생존율, 수견량 및 견질을 저해하였다. 따라서 장잠기의 적온유대가 양과 질의 양면에서 중요함이 인정되었다. (3) 치잠기 연엽과 경엽은 단견중을 다소 가볍게 하고 경과일수를 크게 연장케 하였으나 생존률, 수견량 및 견층중 등에는 영향을 미치지 않았다. (4) 장잠기의 경엽은 수량과 특히 견질을 크게 저해 하였으나 연엽, 경엽 모두 생존률에는 영향을 미치지 않았다. (5) 장잠기 온도를 변온으로 하였을 경우 치잠기 온도도 변온으로 한 것이 유리한 경향을 보였는바 평강한 문제는 금후 검토되어져야 할 것이다. 2)하 잠 (1) 치잠기의 고온은 수견량과 단견중을 크게 감소케하였으며 다음으로 생존율을 저해하였다. (2) 장잠기의 고온은 수견량, 생존율 및 견질을 크게 저해하였다.

  • PDF

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
    • /
    • 제19권3호
    • /
    • pp.69-98
    • /
    • 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.

입력변수 및 학습사례 선정을 동시에 최적화하는 GA-MSVM 기반 주가지수 추세 예측 모형에 관한 연구 (A Study on the Prediction Model of Stock Price Index Trend based on GA-MSVM that Simultaneously Optimizes Feature and Instance Selection)

  • 이종식;안현철
    • 지능정보연구
    • /
    • 제23권4호
    • /
    • pp.147-168
    • /
    • 2017
  • 오래 전부터 학계에서는 정확한 주식 시장의 예측에 대한 많은 연구가 진행되어 왔고 현재에도 다양한 기법을 응용한 예측모형들이 연구되고 있다. 특히 최근에는 딥러닝(Deep-Learning)을 포함한 다양한 기계학습기법(Machine Learning Methods)을 이용해 주가지수를 예측하려는 많은 시도들이 진행되고 있다. 전통적인 주식투자거래의 분석기법으로는 기본적 분석과 기술적 분석방법이 사용되지만 보다 단기적인 거래예측이나 통계학적, 수리적 기법을 응용하기에는 기술적 분석 방법이 보다 유용한 측면이 있다. 이러한 기술적 지표들을 이용하여 진행된 대부분의 연구는 미래시장의 (보통은 다음 거래일) 주가 등락을 이진분류-상승 또는 하락-하여 주가를 예측하는 모형을 연구한 것이다. 하지만 이러한 이진분류로는 추세를 예측하여 매매시그널을 파악하거나, 포트폴리오 리밸런싱(Portfolio Rebalancing)의 신호로 삼기에는 적합치 않은 측면이 많은 것 또한 사실이다. 이에 본 연구에서는 기존의 주가지수 예측방법인 이진 분류 (binary classification) 방법에서 주가지수 추세를 (상승추세, 박스권, 하락추세) 다분류 (multiple classification) 체계로 확장하여 주가지수 추세를 예측하고자 한다. 이러한 다 분류 문제 해결을 위해 기존에 사용하던 통계적 방법인 다항로지스틱 회귀분석(Multinomial Logistic Regression Analysis, MLOGIT)이나 다중판별분석(Multiple Discriminant Analysis, MDA) 또는 인공신경망(Artificial Neural Networks, ANN)과 같은 기법보다는 예측성과의 우수성이 입증된 다분류 Support Vector Machines(Multiclass SVM, MSVM)을 사용하고, 이 모델의 성능을 향상시키기 위한 래퍼(wrapper)로서 유전자 알고리즘(Genetic Algorithm)을 이용한 최적화 모델을 제안한다. 특히 GA-MSVM으로 명명된 본 연구의 제안 모형에서는 MSVM의 커널함수 매개변수, 그리고 최적의 입력변수 선택(feature selection) 뿐만이 아니라 학습사례 선택(instance selection)까지 최적화하여 모델의 성능을 극대화 하도록 설계하였다. 제안 모형의 성능을 검증하기 위해 국내주식시장의 실제 데이터를 적용해본 결과 ANN이나 CBR, MLOGIT, MDA와 같은 기존 데이터마이닝 기법들이나 인공지능 알고리즘은 물론 현재까지 가장 우수한 예측 성과를 나타내는 것으로 알려져 있던 전통적인 다분류 SVM 보다도 제안 모형이 보다 우수한 예측성과를 보임을 확인할 수 있었다. 특히 주가지수 추세 예측에 있어서 학습사례의 선택이 매우 중요한 역할을 하는 것으로 확인 되었으며, 모델의 성능의 개선효과에 다른 요인보다 중요한 요소임을 확인할 수 있었다.

창의적인 UCC 제작에 영향을 미치는 동기 및 보상 체계에 대한 연구: 몰입에 매개 효과를 중심으로 (An Empirical Study on Motivation Factors and Reward Structure for User's Createve Contents Generation: Focusing on the Mediating Effect of Commitment)

  • 김진우;양승화;임성택;이인성
    • Asia pacific journal of information systems
    • /
    • 제20권1호
    • /
    • pp.141-170
    • /
    • 2010
  • User created content (UCC) is created and shared by common users on line. From the user's perspective, the increase of UCCs has led to an expansion of alternative means of communications, while from the business perspective UCCs have formed an environment in which an abundant amount of new contents can be produced. Despite outward quantitative growth, however, many aspects of UCCs do not meet the expectations of general users in terms of quality, and this can be observed through pirated contents and user-copied contents. The purpose of this research is to investigate effective methods for fostering production of creative user-generated content. This study proposes two core elements, namely, reward and motivation, which are believed to enhance content creativity as well as the mediating factor and users' committement, which will be effective for bridging the increasing motivation and content creativity. Based on this perspective, this research takes an in-depth look at issues related to constructing the dimensions of reward and motivation in UCC services for creative content product, which are identified in three phases. First, three dimensions of rewards have been proposed: task dimension, social dimension, and organizational dimention. The task dimension rewards are related to the inherent characteristics of a task such as writing blog articles and pasting photos. Four concrete ways of providing task-related rewards in UCC environments are suggested in this study, which include skill variety, task significance, task identity, and autonomy. The social dimensioni rewards are related to the connected relationships among users. The organizational dimension consists of monetary payoff and recognition from others. Second, the two types of motivations are suggested to be affected by the diverse rewards schemes: intrinsic motivation and extrinsic motivation. Intrinsic motivation occurs when people create new UCC contents for its' own sake, whereas extrinsic motivation occurs when people create new contents for other purposes such as fame and money. Third, commitments are suggested to work as important mediating variables between motivation and content creativity. We believe commitments are especially important in online environments because they have been found to exert stronger impacts on the Internet users than other relevant factors do. Two types of commitments are suggested in this study: emotional commitment and continuity commitment. Finally, content creativity is proposed as the final dependent variable in this study. We provide a systematic method to measure the creativity of UCC content based on the prior studies in creativity measurement. The method includes expert evaluation of blog pages posted by the Internet users. In order to test the theoretical model of our study, 133 active blog users were recruited to participate in a group discussion as well as a survey. They were asked to fill out a questionnaire on their commitment, motivation and rewards of creating UCC contents. At the same time, their creativity was measured by independent experts using Torrance Tests of Creative Thinking. Finally, two independent users visited the study participants' blog pages and evaluated their content creativity using the Creative Products Semantic Scale. All the data were compiled and analyzed through structural equation modeling. We first conducted a confirmatory factor analysis to validate the measurement model of our research. It was found that measures used in our study satisfied the requirement of reliability, convergent validity as well as discriminant validity. Given the fact that our measurement model is valid and reliable, we proceeded to conduct a structural model analysis. The results indicated that all the variables in our model had higher than necessary explanatory powers in terms of R-square values. The study results identified several important reward shemes. First of all, skill variety, task importance, task identity, and automony were all found to have significant influences on the intrinsic motivation of creating UCC contents. Also, the relationship with other users was found to have strong influences upon both intrinsic and extrinsic motivation. Finally, the opportunity to get recognition for their UCC work was found to have a significant impact on the extrinsic motivation of UCC users. However, different from our expectation, monetary compensation was found not to have a significant impact on the extrinsic motivation. It was also found that commitment was an important mediating factor in UCC environment between motivation and content creativity. A more fully mediating model was found to have the highest explanation power compared to no-mediation or partially mediated models. This paper ends with implications of the study results. First, from the theoretical perspective this study proposes and empirically validates the commitment as an important mediating factor between motivation and content creativity. This result reflects the characteristics of online environment in which the UCC creation activities occur voluntarily. Second, from the practical perspective this study proposes several concrete reward factors that are germane to the UCC environment, and their effectiveness to the content creativity is estimated. In addition to the quantitive results of relative importance of the reward factrs, this study also proposes concrete ways to provide the rewards in the UCC environment based on the FGI data that are collected after our participants finish asnwering survey questions. Finally, from the methodological perspective, this study suggests and implements a way to measure the UCC content creativity independently from the content generators' creativity, which can be used later by future research on UCC creativity. In sum, this study proposes and validates important reward features and their relations to the motivation, commitment, and the content creativity in UCC environment, which is believed to be one of the most important factors for the success of UCC and Web 2.0. As such, this study can provide significant theoretical as well as practical bases for fostering creativity in UCC contents.

산화질소 공여물과 산화질소 합성효소 길항제가 백서 폐미세혈관 내피세포 산화제 손상에 미치는 영향 (The Effect of Nitric Oxide Donor or Nitric Oxide Synthase Inhibitor on Oxidant Injury to Cultured Rat Lung Microvascular Endothelial Cells)

  • 장준;;김세규;김성규;이원영;강경호;유세화;채양석
    • Tuberculosis and Respiratory Diseases
    • /
    • 제45권6호
    • /
    • pp.1265-1276
    • /
    • 1998
  • 연구배경 : NO는 생체내에서 생성되는 유리 반응기로서 혈관 긴장도외 완화, 혈소판 응집 저지, 혈관 내피세포에 대한 백혈구 유착 방해, 감염에 대한 숙주 방어 등에서 중요한 역할을 한다. NO는 전이 금속(transition metal), 산소, 기타 반응기 등과 쉽게 반응하므로 여러 생체내 반응에 관여하여 산화제 손상을 촉진시키거나 감소시킬 가능성이 제기되었다. 급성 폐손상 및 급성 호흡곤란 증후군에서는 폐혈관 내피세포 및 호중구의 상호작용 및 산화제 손상이 매우 중요한 병인으로 알려져 있으며, NO를 급성 호흡곤란 증후군에서 흡입하여 치료하는 것은 산화제에 의한 혈관 내피세포 손상에서 외부로부터 NO를 공급하는 상황이다. 본 연구에서는 외인성 NO의 공여나 내인성 NO 억제가 산화제에 의한 폐미세혈관 내피세포의 손상을 악화시키거나 완화시킬 수 있는지를 관찰하였다. 방 법 : 산화제에 의한 세포손상은 백서 폐미세혈관 내피세포에 과산화수소를 생성하는 glucose oxidase(GO)를 투여하여 야기시키고 이를 $^{51}Cr$ 방출 측정으로 평가하였다. 산화제에 의한 폐혈관 내피세포의 손상에 외인성 NO가 미치는 영향은 NO 공여물인 SNAP 혹은 SNP를 산화제와 동시에 투여하여 평가하였다. 산화제에 의한 폐혈관 내피세포의 손상에 내인성 NO 억제가 미치는 영향은 NOS 길항제인 L-NMMA을 추가로 투여하여 평가하였다. INF-$\gamma$, TNF-$\alpha$ LPS 등으로 내인성 NO 생성을 자극한 후 L-NMMA의 효과도 관찰하였으며, NO 공여물이나 내피세포로 부터의 NO생성은 nitrite 측정으로 평가하였다. 결 과 : 백서 폐 미세혈관 내피세포에서 $^{51}Cr$ 방출이 GO 5mU/ml에서 $8.7{\pm}0.5%$, 10 mU/ml에서 $14.4{\pm}2.9%$, 15 mU/ml에서 $32.3{\pm}2.9%$, 20 mU/ml에서 $55.5{\pm}0.3%$. 30 mU/ml에서 $67.8{\pm}0.9%$로 GO 15 mU/ml 이상에서 대조군의 $9.6{\pm}0.7%$에 비하여 유의하게 증가하였으며 (P<0.05; n=6). 이에 0.5mM L-NMMA를 추가하여도 영향이 없었다. INF-$\gamma$ 500 U/ml, TNF-$\alpha$ 150 U/ml, LPS 1 ${\mu}g/ml$을 배양액에 첨가하여 24시간 경과시 배양액 중 nitrite 농도가 $3.9{\pm}0.3\;{\mu}M$로 증가하였으며, 이에 L-NMMA 0.5 mM을 첨가하면 $0.2{\pm}0.l\;{\mu}M$로 유의하게 억제되었다(p<0.05 ; n=6). INF-$\gamma$, TNF-$\alpha$ LPS 자극후 GO에 의한 $^{51}Cr$ 방출에 L-NMMA는 영향을 주지 않았다. GO 20 mU/ml에 의한 $^{51}Cr$ 방출이 SNAP 100 ${\mu}M$의 추가로 대조군 수준으로 현저히 억제되었으나, SNP, potassium ferrocyanide, potassium ferricyanide 등의 추가는 영향이 없었다. Hanks' balanced salt solution(HBSS) 중의 SNAP 100 ${\mu}M$로 부터 4 시간 동안 nitrite가 $23.0{\pm}1.0\;{\mu}M$ 농도로 축적되었으나, SNP는 1 mM에서도 nitrite가 검출되지 않았다. SNAP은 HBSS 중의 GO가 과산화수소를 시간 경과에 따라 생성하는데 영향이 없었다. 결 론 : 결론적으로 폐미세혈관 내피세포에서 GO에 의하여 생성되는 과산화수소로 산화제 손상을 야기하였으며, NO 공여물인 SNAP으로부터 제공된 외연성 NO가 산화제 손상을 방지하고 이 보호효과는 NO 방출 능력에 의할 가능성이 시사되었다. 따라서 생체내 환경에 따라 외인성 NO가 내피세포에 대한 산화제 손상에 보호 효과가 있을 수 있다고 추정된다.

  • PDF