• 제목/요약/키워드: Use of force

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우주법상 손해배상책임과 분쟁해결제도 (The Liability for Damage and Dispute Settlement Mechanism under the Space Law)

  • 이강빈
    • 한국중재학회지:중재연구
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    • 제20권2호
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    • pp.173-198
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    • 2010
  • The purpose of this paper is to research on the liability for the space damage and the settlement of the dispute with reference to the space activity under the international space treaty and national space law of Korea. The United Nations has adopted five treaties relating to the space activity as follows: The Outer Space Treaty of 1967, the Rescue and Return Agreement of 1968, the Liability Convention of 1972, the Registration Convention of 1974, and the Moon Treaty of 1979. All five treaties have come into force. Korea has ratified above four treaties except the Moon Treaty. Korea has enacted three national legislations relating to space development as follows: Aerospace Industry Development Promotion Act of 1987, Outer Space Development Promotion Act of 2005, Outer Space Damage Compensation Act of 2008. The Outer Space Treaty of 1967 regulates the international responsibility for national activities in outer space, the national tort liability for damage by space launching object, the national measures for dispute prevention and international consultation in the exploration and use of outer space, the joint resolution of practical questions by international inter-governmental organizations in the exploration and use of outer space. The Liability Convention of 1972 regulates the absolute liability by a launching state, the faulty liability by a launching state, the joint and several liability by a launching state, the person claiming for compensation, the claim method for compensation, the claim period of compensation, the claim for compensation and local remedy, the compensation amount for damage by a launching state, the establishment of the Claims Commission. The Outer Space Damage Compensation Act of 2008 in Korea regulates the definition of space damage, the relation of the Outer Space Damage Compensation Act and the international treaty, the non-faulty liability for damage by a launching person, the concentration of liability and recourse by a launching person, the exclusion of application of the Product Liability Act, the limit amount of the liability for damage by a launching person, the cover of the liability insurance by a launching person, the measures and assistance by the government in case of occurring the space damage, the exercise period of the claim right of compensation for damage. The Liability Convention of 1972 should be improved as follows: the problem in respect of the claimer of compensation for damage, the problem in respect of the efficiency of decision by the Claims Commission. The Outer Space Damage Compensation Act of 2008 in Korea should be improved as follows: the inclusion of indirect damage into the definition of space damage, the change of currency unit of the limit amount of liability for damage, the establishment of joint and several liability and recourse right for damage by space joint launching person, the establishment of the Space Damage Compensation Review Commission. The 1998 Final Draft Convention on the Settlement of Disputes Related to Space Activities of 1998 by ILA regulates the binding procedure and non-binding settlement procedure for the disputes in respect of space activity. The non-binding procedure regulates the negotiation or the peaceful means and compromise for dispute settlement. The binding procedure regulates the choice of a means among the following means: International Space Law Court if it will be established, International Court of Justice, and Arbitration Court. The above final Draft Convention by ILA will be a model for the innovative development in respect of the peaceful settlement of disputes with reference to space activity and will be useful for establishing the frame of practicable dispute settlement. Korea has built the space center at Oinarodo, Goheung Province in June 2009. Korea has launched the first small launch vehicle KSLV-1 at the Naro Space Center in August 2009 and June 2010. In Korea, it will be the possibility to be occurred the problems relating to the international responsibility and dispute settlement, and the liability for space damage in the course of space activity. Accordingly the Korean government and launching organization should make the legal and systematic policy to cope with such problems.

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전자정부 추진과 기록관리방안 (A Study on the Promotion of Electronic Government and Plans for Archival Management)

  • 김재훈
    • 기록학연구
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    • 제5호
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    • pp.39-85
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    • 2002
  • This paper is aimed at proposing the policies for managing archives in the process of promoting Electronic Government System. Although there have been many studies of electronic government project and plans for its establishment, this research examines the electronic government system and its problems on the basis of archival science. What I acquired in this paper is as follows. The development of information technology needs great changes ranging from the nation to the individuals. It becomes common that the use of computerized program for business purposes, computerization of information materials and the effective way of search use of electronic documents. Therefore, more and more countries all over the world have been seeking to promote 'Electronic Government', which applies the fruits of the development in information technology to administration process. Recently, Korea has been rapidly entered into the 'Electronic Government' system being against the traditional way of administration. In electronic government system, the 'Life Cycle' of public records will be computerized. Therefore, it is important to change and develop along with the government's policies for 'electronic government project' in the archival management system. This means that the archival management system which have put emphasis on the textual records should be converted to electronic records system. In other words, the records management in electronic government system requires not the transfer and preservation of the records but the consistent management system including the whole process of creating, appraising, arranging, preserving and using the records. So, the systematic management of electronic records plays an important role in realization of electronic government, but it is a subject to be realized by electronic government at the same time. However, the government have overlooked the importance of archival management for long time, especially the importance of electronic records management system. First of all, this research attempts to infer limits and problems through the theoretical considerations of the existing studies for electronic government and to clear up the relations between electronic government and archival management. Based on this, I'll seek to progress the study through reviewing the present condition of archival management in the process of promoting electronic government and suggesting the policies for enhancing the successful electronic government and the construction of scientific archival management system. Since early 1990, many countries in the world have been making every effort to concrete 'Electronic Government'. Using the examples in other nations, it is not difficult to recognize that the embodiment of electronic government is closely connected with the archival management policies. Korea have completed legal and institutional equipments including the new establishment of "Electronic Government Law" to realize electronic government. Also, Korea has been promoting electronic government with the Ministry of Government Administration and Home Affairs and Government Computer Center as a leaders. Though managing records, especially the management of electronic records is essential in electronic government system, we haven't yet discussed this section in Korea. This is disapproved by the fact the Government Archives and Records Service has played little role in promoting electronic government project. There are two problems relating this environment. First, present system can't meet the consistent 'Life Cycle' ranging from the creation to the preservation of electronic records. Second, the 'Life Cycle' of electronic records is divided into two parts and managed separately by GCC and GARS. The life of records is not end with the process raged from creation to distribution. On the other hand, the records are approved their value only whole procedures. Therefore, GARS should play a deading role in designing and establishing the archival management system. The answer to these problems, is as follows. First, we have to complete the electronic records management system through introducing ERMS not EDMS. This means that we should not change and develop towards ERMS simply with supplementing the current electronic records management system. I confirm that it is important and proper to establish ERMS system from the very beginning of the process of promoting electronic government. Second, I suggest the developmental integration of GARS and GCC. At present, the divided operations of GCC and GARS, the former is in charge of the management center for electronic business and the latter is the hub institution of managing nation's records and archives result in many obstacles in establishing electronic government system and accomplishing the duties of systematic archival management. Therefore, I conclude that the expansive movement towards 'National Archives' through the integration among the related agencies will make a great contribution to the realization of electronic government and the establishment of archival management system. In addition to this, it will be of much help to constitute and operate the 'Task Force' regarding the management of electronic records with the two institution as the central figures.

Using the METHONTOLOGY Approach to a Graduation Screen Ontology Development: An Experiential Investigation of the METHONTOLOGY Framework

  • Park, Jin-Soo;Sung, Ki-Moon;Moon, Se-Won
    • Asia pacific journal of information systems
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    • 제20권2호
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    • pp.125-155
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    • 2010
  • Ontologies have been adopted in various business and scientific communities as a key component of the Semantic Web. Despite the increasing importance of ontologies, ontology developers still perceive construction tasks as a challenge. A clearly defined and well-structured methodology can reduce the time required to develop an ontology and increase the probability of success of a project. However, no reliable knowledge-engineering methodology for ontology development currently exists; every methodology has been tailored toward the development of a particular ontology. In this study, we developed a Graduation Screen Ontology (GSO). The graduation screen domain was chosen for the several reasons. First, the graduation screen process is a complicated task requiring a complex reasoning process. Second, GSO may be reused for other universities because the graduation screen process is similar for most universities. Finally, GSO can be built within a given period because the size of the selected domain is reasonable. No standard ontology development methodology exists; thus, one of the existing ontology development methodologies had to be chosen. The most important considerations for selecting the ontology development methodology of GSO included whether it can be applied to a new domain; whether it covers a broader set of development tasks; and whether it gives sufficient explanation of each development task. We evaluated various ontology development methodologies based on the evaluation framework proposed by G$\acute{o}$mez-P$\acute{e}$rez et al. We concluded that METHONTOLOGY was the most applicable to the building of GSO for this study. METHONTOLOGY was derived from the experience of developing Chemical Ontology at the Polytechnic University of Madrid by Fern$\acute{a}$ndez-L$\acute{o}$pez et al. and is regarded as the most mature ontology development methodology. METHONTOLOGY describes a very detailed approach for building an ontology under a centralized development environment at the conceptual level. This methodology consists of three broad processes, with each process containing specific sub-processes: management (scheduling, control, and quality assurance); development (specification, conceptualization, formalization, implementation, and maintenance); and support process (knowledge acquisition, evaluation, documentation, configuration management, and integration). An ontology development language and ontology development tool for GSO construction also had to be selected. We adopted OWL-DL as the ontology development language. OWL was selected because of its computational quality of consistency in checking and classification, which is crucial in developing coherent and useful ontological models for very complex domains. In addition, Protege-OWL was chosen for an ontology development tool because it is supported by METHONTOLOGY and is widely used because of its platform-independent characteristics. Based on the GSO development experience of the researchers, some issues relating to the METHONTOLOGY, OWL-DL, and Prot$\acute{e}$g$\acute{e}$-OWL were identified. We focused on presenting drawbacks of METHONTOLOGY and discussing how each weakness could be addressed. First, METHONTOLOGY insists that domain experts who do not have ontology construction experience can easily build ontologies. However, it is still difficult for these domain experts to develop a sophisticated ontology, especially if they have insufficient background knowledge related to the ontology. Second, METHONTOLOGY does not include a development stage called the "feasibility study." This pre-development stage helps developers ensure not only that a planned ontology is necessary and sufficiently valuable to begin an ontology building project, but also to determine whether the project will be successful. Third, METHONTOLOGY excludes an explanation on the use and integration of existing ontologies. If an additional stage for considering reuse is introduced, developers might share benefits of reuse. Fourth, METHONTOLOGY fails to address the importance of collaboration. This methodology needs to explain the allocation of specific tasks to different developer groups, and how to combine these tasks once specific given jobs are completed. Fifth, METHONTOLOGY fails to suggest the methods and techniques applied in the conceptualization stage sufficiently. Introducing methods of concept extraction from multiple informal sources or methods of identifying relations may enhance the quality of ontologies. Sixth, METHONTOLOGY does not provide an evaluation process to confirm whether WebODE perfectly transforms a conceptual ontology into a formal ontology. It also does not guarantee whether the outcomes of the conceptualization stage are completely reflected in the implementation stage. Seventh, METHONTOLOGY needs to add criteria for user evaluation of the actual use of the constructed ontology under user environments. Eighth, although METHONTOLOGY allows continual knowledge acquisition while working on the ontology development process, consistent updates can be difficult for developers. Ninth, METHONTOLOGY demands that developers complete various documents during the conceptualization stage; thus, it can be considered a heavy methodology. Adopting an agile methodology will result in reinforcing active communication among developers and reducing the burden of documentation completion. Finally, this study concludes with contributions and practical implications. No previous research has addressed issues related to METHONTOLOGY from empirical experiences; this study is an initial attempt. In addition, several lessons learned from the development experience are discussed. This study also affords some insights for ontology methodology researchers who want to design a more advanced ontology development methodology.

Effects of Emotional Regulation Processes on Adaptive Selling Behavior and Sales Performance

  • Kim, Joonhwan;Lee, Sungho;Shin, Dongwoo;Song, Ji-Hee
    • Asia Marketing Journal
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    • 제16권1호
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    • pp.71-100
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    • 2014
  • While the role of emotional antecedents of effective selling behavior would be important, the issue has not been fully addressed in the sales literature. To fill this gap, we conceptualize and empirically examine the relationships among salesperson's emotional regulation processes such as emotional intelligence (EI) and emotional labor (EL), effective selling behavior, and sales performance on the basis of educational, occupational, social psychology literature and marketing literature (e.g., Henning-Thurau, Groth, Paul, and Gremler 2006; Kidwell et al. 2011; Liu et al. 2008; Mayer, Salovey, and Caruso 2008). First, salesperson's EI is defined as his or her capability that enables correct perceptions about emotional situations in sales interactions. The EI is expected to work as psychological resources for different types of EL (i.e., deep acting and surface acting) to be performed by salesperson as emotional expression strategies (e.g., Lie et al. 2008). It is, then, expected that the features of EL selected by the salesperson would lead to different levels of adaptive selling behavior (ASB) and thereby sales performance (Monaghan 2006). Further, given that salesperson's customer orientation (CO) is found to be an important correlate of ASB (Franke and Park 2006), it is expected that CO would moderate the relationship between EL and ASB (Rozell, Pettijohn, and Parker 2004). Hence, this research attempts to shed additional light on emotionally-driven (EL) as well as cognitively-driven (CO) antecedents of ASB (Frank and Park 2006). The findings of the survey research, done with 336 salespersons in insurance and financial companies, are summarized as follows. First, salespersons with a high level of EI are found to use both deep acting (regulating the emotions themselves) and surface acting (controlling only emotional expressions) in a versatile way, when implementing EL. Second, the more the salesperson performs deep acting, the more he or she shows ASB. It is, then, important for salespersons to use deep acting more frequently in the EL process in order to enhance the quality of interacting with customers through ASB. On the other hand, the salesperson's surface acting did not have a significant relationship with ASB. Moreover, CO was found to moderate the relationship between the salesperson's deep acting and ASB. That is, the context of high CO culture and individual salesperson's deep acting would synergistically make the selling efforts adaptive to customer preferences. Conceptualizing and empirically verifying the antecedent roles of important emotional constructs such as EI and EL in salesperson's effective selling behavior (ASB) and sales performance is a major theoretical contribution in the sales literature. Managerially, this research provides a deeper understanding on the nature of tasks performed by salespersons in service industries and a few guidelines for managing the sales force. First, sales organizations had better consciously assess EI capacity in the selection and nurturing processes of salespersons, given that EI can efficiently drive EL and the resulting effective selling behavior and performance. Further, the concept of EL could provide a framework to understand the salespersons' emotional experiences in depth. Especially, sales organizations may well think over how to develop deep acting capabilities of their sales representatives. In this direction, the training on deep acting strategies would be an essential task for improving effective selling behavior and performance of salespersons. This kind of training had better incorporate the perspectives of customers such that many customers can actually discern whether salespersons are doing either surface acting or deep acting. Finally, based on the synergistic effects of deep acting and CO culture, how to build and sustain CO is always an ever-important task in sales organizations. While the prior sales literature has emphasized the process and structure of highly customer-oriented sales organization, our research not only corroborates the important aspects of customer-oriented sales organization, but also adds the important dimension of competent sales representatives who can resonate with customers by deep acting for sales excellence.

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아동의 물리지식: 물체의 운동에 대한 아동의 이해와 발달 (Physical knowledge in children: Children's developing understanding of object motion)

  • 박선미
    • 인지과학
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    • 제15권4호
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    • pp.31-47
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    • 2004
  • 본 연구는 아동들의 물리지식 발달을 알아보기 위해 수행되었다. 3세에서 11세 사이의 아동 80명과 성인 16명이 연구에 참여하였고 이들이 어떤 물리지식을 가지고 있는지, 이러한 물리지식이 물리이론의 형태로 체제화 되어 있는지, 어떤 발달적 변화가 일어나는지 등을 살펴보았다. 그 결과, 높은 곳에서 떨어지는 물체 과제에서는 물체의 낙하운동 자체에 대해서는 모든 연령의 아동이 정확한 지식을 가지고 있었다. 그러나 이러한 운동의 원인이 되는 힘인 중력, 관성력, 마찰력, 부력 등을 이해하고 여기에 관련된 다른 개념들을 이해하는데 있어서는 연령차가 있었다. 연령이 낮아질수록 중력보다는 지지의 유무로 낙하운동을 이해하고 물체의 무게와 공기의 저항과 같은 관련되는 다른 지식도 없는 것으로 나타났다. 경사면에서 미끄러지는 물체 과제에서는 물체의 움직임 자체는 모든 연령의 아동들이 정확하게 예측할 수 있었지만 이에 영향을 미치는 무게나 이 상황에서 작용하는 힘인 중력과 마찰력, 그리고 그들의 상호작용에 대해서는, 9세와 11세가 되어야 소수의 아동이 정확하게 이해할 수 있게 되는 것으로 나타났다. 물에 뜨거나 가라앉는 물체 과제에서는 5세 이하의 어린 아동의 경우는 상당수가 물체가 물에 뜨거나 가라앉는 현상 자체를 이해하는데 어려움이 있었다. 그 원인에 대해서도 9세와 11세 아동 중 소수가 부력이나 중력을 언급하였지만 이러한 지식도 완벽한 것은 아니었다. 그리고 부력에 관해서는 성인들조차 완벽한 지식을 가지고 있지 못한 것으로 나타났다. 이러한 결과를 종합하면 아동들은 약 5세경부터 자신의 물리지식을 물리현상의 원인을 설명하는 도구로 사용한다는 점에서 초보적인 수준의 물리이론을 가지고 있음을 알 수 있다. 그러나 응집성과 추상성 측면에서 보면 9세와 11세 아동들의 이론도 응집성이 부족하고 여전히 지각적 속성을 인과기제로 사용하는 등 추상성도 부족하였다. 마지막으로 아동들의 물리지식은 연령이 증가함에 따라 인과기제로서의 역할, 응집성, 추상성 등의 이론적 특성이 강해지는 방향으로 변화하는 뚜렷한 발달적 경향성을 보여 주었다.

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The Mediating Role of Brand Recall and Brand Attitude in Influencing Purchase Intention in Advergames

  • Abdul Adis, Azaze-Azizi;Kim, Hyung-Jun
    • Asia Marketing Journal
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    • 제15권3호
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    • pp.117-139
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    • 2013
  • Research on purchase intention had showed remarkable progress in contributing to the theory of consumer behavior. Despite the popularity of academic discussions on various issues influencing purchase intention, the mediating role of brand recall and brand attitude on purchase intention, in particular advergames, has not yet been well explored, especially in developing economies such as Malaysia. Furthermore, the influence of self-brand congruity, entertainment and brand placement acceptance as antecedents to brand recall and brand attitude are expected to add value to the brand recall, brand attitude and purchase intention relationships. This paper aims to investigate the impact of the mediating role of brand recall and brand attitude on purchase intention in advergames among Malaysian gamers. The antecedents towards brand recall and brand attitude are also examined to measure their influence on purchase intention. A total of 350 Malaysian gamers were interviewed through online survey in this study. The results showed that brand recall and brand attitude mediate the relationship between self-brand congruity, entertainment and brand placement acceptance with purchase intention. Also, entertainment and brand placement acceptance were found to have a significant relationship with brand recall. As expected, brand recall and brand attitude showed a positive relationship with consumer purchase intention in advergames. It was found that self-brand congruity has a significant influence on brand attitude and purchase intention. When users see the brand which matches with them, they tend to act positively toward the brand exposed in the game. This is consistent with Escalas and Bettman (2005) who suggested that the greater the congruity, the more positive the consumer's attitude toward the brand in question. This leads to game usage and purchase (Davis and Lang, 2013). In the advergaming context, the entertainment value in advergames is very important to determine the level of enjoyment and pleasure experienced by gamers during game-playing. Therefore, the more entertaining the ads, the more it will be remembered and the greater the positive behavior of the consumer towards the advergames - this ultimately stimulates their intention to purchase the brand. This study shows the effect of brand placement on brand recall and brand attitude and also purchase intention. Brand placements might not work in games due to the interactivity involved in game-playing as people could be distracted from noticing the brand placements (Yang et al., 2006). However, the significant influence of brand placements found in this study may provide major promise for advertisers. Game players may or may not explicitly remember the brands they see in the games, but these placements may influence their brand recall and brand attitude and could therefore influence later decisions (Yang et al., 2006). In this study, it was found that self-brand congruity was not significantly related with brand recall. The reason for this could be attributed to the fact that this study examined gamers who are highly involved in the interactive medium of games which force them to focus on game play rather than advertisements; the level of recognition to remember the brand exposed in the game is low and contributes to the "mismatch" between the gamers and the said brand. The present study contributes to the existing literature of the antecedents of brand recall and brand attitude in advergames. This study contributes to the role of brand recall and brand attitude as mediators in purchase behavior theory. Academically, the relationship between brand recall and brand attitude is well known in advergaming research, but their impact as important mediators on purchase intention add new understanding in the interactive communication literature. Their mediating role may provide new insights on how they facilitate the effects of self-brand congruity, entertainment and brand placement on purchase intention. Besides that, the studies on the influence of self-brand congruity on brand recall and brand attitude and also consumer intention to purchase had not well-investigated in advergames. This study contributes to fill those gaps in advergames literature. For practitioners, this study could suggest the use of illustrative or demonstrative placements of new products to help customers remember new brands, and the use of associative placements for existing products to increase consumers' purchase intention (Ho et al., 2011). To advertisers, this study may provide useful information to improve their current advertising strategies in games, for instance, by considering game players' congruity, entertainment value and brand placement factors.

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항공보험 가입의무에 관한 연구 (A study on mandatory insurance for aircraft operators)

  • 이창재
    • 항공우주정책ㆍ법학회지
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    • 제33권2호
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    • pp.169-197
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    • 2018
  • 본 연구는 우리나라의 항공보험 의무가입제도의 현황을 파악하고 외국 입법례와의 비교를 통해 우리 실정에 알맞은 합리적이고 구체적인 기준을 제시하고자 한다. 이를 통해 현행 법령의 개정방향을 밝혀 개선을 유도하고 궁극적으로 적절한 항공보험으로 항공기를 이용하는 우리 국민의 안전과 재산이 담보될 수 있는 환경을 조성하는 것을 목표로 한다. 특히 2017년 새롭게 시행된 항공사업법과 그 하위법령을 검토함으로써 향후 항공보험에 관한 입법적 개선방향을 제시하고 이로써 입법적 오류, 시행착오 등을 최소화할 수 있을 것으로 본다. 사고 발생 시에 수많은 인명과 재산이 손실되는 항공사고의 전손성, 순간성, 거대성이라는 특성을 감안할 때 항공운송산업의 지속적 성장을 유지하고 피해자를 위한 원만한 배상이 가능하도록 하기 위해서는 항공운송인에 의한 적절한 항공보험의 가입과 유지가 필수적이다. 이런 측면에서 근대 사법체계의 대원칙인 계약자유의 원칙을 수정하는 항공보험 가입의무의 강제가 설득력을 가지게 되는 것이다. 다만 외국의 입법례와 비교하여 우리나라의 항공보험 가입의무에 관한 법규정은 다음과 같은 쟁점들을 중심으로 재정비될 필요가 있을 것으로 본다. 첫째, 항공운송인에 대해 적절한 수준의 항공보험의 가입과 유지를 강제하는 것은 국가의 개인에 대한 금전적 의무를 강제하는 성격을 가지게 되므로 시행규칙이 아닌 본법에 규정되는 것이 타당할 것으로 생각된다. 이와 같은 규정의 태도는 다른 외국의 입법례에서 흔히 목격되는 사항이다. 둘째, 우리 법 규정은 "국제협약에서 규정하는 책임한도액"이라는 문구를 사용함으로써 여라 가지 다양한 경우의 항공손해배상에 대응하고 있다. 하지만 본문에서 살펴본 바와 같이 국제협약 중에서 어떠한 수단(legal tools)이 사용되는가에 따라 배상범위가 달라지는 점, 오늘날 승객에 대한 손해배상을 규율하는 몬트리올 협약은 항공운송인의 과실이 있는 경우 그 책임한도액이 철폐된 점, 책임한도액이 철폐된 점, 그리고 지상 제3자의 손해에 관한 로마협약체계에는 우리나라가 가입하고 있지 않은 점 등을 고려할 때 "국제협약에서 규정하는 책임한도액"은 더 이상 만병통치약이 되지 못한다. 셋째, 우리나라와 같이 좁은 영토를 가진 국가에서는 국내운송과 국제운송이 비행시간이나 거리에서 큰 차이가 있다. 따라서 항공보험 가입의무에 있어서도 국내운송과 국제운송을 나누어 규율할 필요가 있을 것으로 본다. 이러한 이중적 규율은 항공운송업에 새롭게 진출하고자 하는 신생 항공사에게 국제운송과 같은 필요 이상의 보험가입을 강제하지 않아도 되는 장점이 있다. 넷째, 무인비행장치의 사고에 따른 항공보험에 자동차손해보험을 준용하는 것은 무인비행장치 사고에 관한 특성을 충분히 이해하지 못한 것으로 보인다. 향후 무한한 발전가능성을 가진 무인비행장치에 관한 보험은 장기적인 관점에서 일반적인 항공보험과 분리하여 규율하는 것이 타당할 것으로 생각된다.

컴퓨터 및 스마트폰 사용이 근골격계질환으로 인한 업무능력 저하에 미치는 영향 : 근골격계 질환의 매개효과 (The Effect of using Computer & Smart-phone on Decreased Work Efficiency due to Musculoskeletal Disorders ; Mediating Effect of Perceived Musculoskeletal Disorders)

  • 박종호
    • 유통과학연구
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    • 제14권3호
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    • pp.55-62
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    • 2016
  • Purpose - Average using time of smart-phone for Korean people is 3 hours 39 minutes and most people who are using a computer at home and their workplace can be affected over force to neck and shoulder due to unstable body posture. musculoskeletal disorders which caused by unstable body posture can affect strongly to decrease work efficiency. So this research is designed to measure the effect of using computer & smart-phone on decreased work efficiency due to musculoskeletal disorders and mediating effect between decreased work efficiency and musculoskeletal disorders. Research Design, Data, and Methodology - The author has developed a questionnaire with 6 hypothesis on the basis of previous research result with 5 constructs. The questionnaires were also made by interview and E-mail. 300 copies of questionnaires were distributed and 282 questionnaire were used for the analysis as valid data responses. SPSS ver.21.0 were used and made Cronbach's α and reliability test, correlation, Baron & Kenny 3 step mediated regression analysis. Result - Cronbach's α shows 0.770~0.954 and C.R. is 0.963~0.997 which is higher than 0.7. and AVE was 0.867~0.933. So the data are all acceptable condition. Using for a long time of a computer & smart-phone has a positive effect on musculoskeletal disorders. This means, it can cause musculoskeletal disorders if people use a computer & smart-phone for a long time due to unstable body posture. And musculoskeletal disorders can effect strongly decrease work efficiency. This study also found out that a long time of using computer can cause musculoskeletal disorders rather than using smart-phone a long time. To check mediate effect of musculoskeletal disorders between using a computer & smart-phone and Decreased Work Efficiency, author used 3-step mediated regression analysis of Baron & Kenny (1986). Using a computer for a long time mediate partially and using a smart-phone for a long time mediate completely. This means that using a smart-phone a long time is not the actual reason to decrease work efficiency. But using level of smart-phone is increasing rapidly day by day. So we need to make additional research about this matter seriously. Conclusion - Nowadays, people can not live on without a computer & smart-phone even a moment. But, using a computer for a long time will affect to cause musculoskeletal disorders and it will effect strongly to decrease work efficiency. Before, we thought over that musculoskeletal disorders were diseases of elder people. But, we found out from this study that musculoskeletal disorders can be happen to any people, even children, or workers in heavy industry or engaged in brain work. So we need to be careful when we use a computer for a long time. People also need to be careful to keep correct body posture when using both a computer and smart-phone since a smart-phone became more popular and using time level became longer. Due to increased income and living standard of people, physical growth of young people is so rapid. But the physical environment of society is not suitable for them since it can not follow up the speed of growth. Suitable work table is very important to prevent musculoskeletal disorder which can affect decrease work efficiency. For a person, a society or country, increased productivity is very important since it can directly connected to the job satisfaction. Education and reeducation for the people is also important, but to teach them how to keep good condition of health will be more important since it can increase the quality of work efficiency and quality of life. Computer and Smart-phone is one the best invention of modern society, but it can cause mental and physical disease which can affect decrease work efficiency and productivity. So it is necessary to observe attentively for the situation continually.

애니메이션에 있어서 데페이즈망에 관한 연구 (A Study on the Dépaysement of the Animation)

  • 김홍균
    • 만화애니메이션 연구
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    • 통권33호
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    • pp.1-29
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    • 2013
  • 초현실주의는 무한에 대한 동경, 무의식의 탐구 등으로 전통적인 서구 합리주의와 대립하는 미학관을 성립시켰다. 초현실주의의 주된 관심사는 정체성과 차이의 문제이며 '경이', '발작적 아름다움', '객관적 우연' 등과 같은 불가사의한 개념으로 그들만의 독특한 시도를 하였다. 이러한 그들의 독특한 미학관은 여러 가지 예술적 양식을 통해 표현 되어졌다. 그 중의 하나가 바로 초현실주의의 대표적인 표현 장치인 데페이즈망이다. 데페이즈망은 물체를 본래 있던 곳에서 '떼어내는 것'을 의미한다. 따라서 현실적 사물들을 대상으로 하여 그 본래의 용도, 기능, 의미를 현실적 공간에서 이탈, 환경을 변화시켜 그것이 놓여 질 수 없는, 또는 사물의 속성과는 관련성이 없는 낯선 장소에 조합시킴으로 초현실적인 환상을 창조해 내는 기법이다. 다시 말해 표현공간에서 사물 본래의 일상적인 질서나 배경, 분위기 등을 떼어내어, 자기장소를 떠나 존재하는 사물들이 새로이 '배치'하는 것이다. 시간과 공간을 초월하여 '재구성'된 이 사물들은 우리에게 경이와 심리적 충격을 안겨주며, 낯선 의미와 느낌을 전달하게 된다. 본 논문은 매체에 적용된 데페이즈망의 활용에 대해 고찰한 것이다. 특히 애니메이션의 적용에 논의의 초점을 둘 것이다. 애니메이션은 기타 다른 매체와는 달리 독특한 미학적 특성들을 지니고 있다. 우선 애니메이션은 분절 촬영으로 손에 의해 생성된 창조적 이미지이다. '배치'를 통해 생성된 애니메이션 이미지는 특유의 운동성으로 생명력을 얻는다. 노먼 맥라렌의 <환타지>와 해리 스미스의 <하늘과 땅의 마법>은 이러한 데페이즈망의 구조적 특성을 잘 반영한 흥미로운 작품으로, 추상적 형태와 다양한 움직임으로 이루어져, 관객에게 다양한 영화적 형식을 지각하도록 만든 작품이다. 여기서 우리는 생물과 무생물의 전위, 공간과 시간, 생성과 소멸, 반복과 변형 등 무수한 환상을 체험하게 되는데, 그 주된 장치는 애니메이션 프레임 공간의 데페이즈망을 강화한데서 기인한다고 할 수 있다. 결론적으로, 데페이즈망은 초현실주의의 대표적인 예술기법 중 하나인 동시에 애니메이션과 필연적인 연결고리를 갖는 양식이다.

무인항공기의 발전과 국제법적 쟁점 (A Study on UAV and The Issue of Law of War)

  • 이영진
    • 항공우주정책ㆍ법학회지
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    • 제26권2호
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    • pp.3-39
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    • 2011
  • 무인항공기는 새로운 형태의 무기체계 또는 군용항공기로 발전하고 있다. 특히, 미국은 지난 2001년 9.11테러 이후 테러와의 전쟁을 선포하고 무인항공기를 이용하여 테러집단에 대한 공격을 함으로써 전쟁의 효율성과 효과성을 높이고 있다. 이같은 무인항공기가 '비용없는 전쟁' 이라는 목적에 부합할 수 있으나, 한편으로는 국제법 또는 전쟁법에 합치하는가 하는 문제에 대해서는 많은 논란이 일고 있다. 앞에서 무인항공기의 개념과 전쟁법에 합치여부 그리고 영공침범문제 등에 대해서 쟁점별로 검토하였다. 검토결과 무인항공기는 무기가 아닌 항공기로 분류가 가능하다고 판단된다. 무인기 사용과 관련하여 문제가 되는 것은 관습 전쟁법과 성문 전쟁법에 기초한 군사적 필요성, 차별의 원칙, 비례의 원칙, 인도적 원칙 등이다. 특히, 무인기 사용과 관련하여 가장 크게 논란이 되는 부분은 비례의 원칙이다. 비례의 원칙은 기대되는 군사적 목표달성과 이에 따라 야기될 손해간의 균형을 요구한다. 이는 기본적으로 재산이나 시민에게 부가적인 손해를 발생시키는 군사력 사용을 금지하는 것이다. 즉, 비군사적 목표 또는 비전투원에 미치는 부수적 효과가 기대되는 군사적 이익을 명백히 초과하는 때에는 공격이 금지된다는 점이다. 이러한 원칙에 비추어 볼 때 무인기에 대한 비례성의 원칙의 합치여부에 대한 조금 더 신중하고 세밀한 검토가 이루어져야 할 것이다. 그리고 무인항공기에 의한 영공침범시 대응과 관련하여 조종지 타격이 전쟁법에 합치하는가 하는 데 대해 논란이 있는 바, 현재에는 무인항공기가 감시, 정찰 임무수행과 공격임무 수행에 대해서 구분하는 경향이 있다. 따라서 감시, 정찰 임무를 주로 하는 무인항공기에 대해서는 조종지 타격을 하는 것은 많은 제한점이 있으나, 공격임무를 띄는 무인항공기에 대해서는 조종지 타격이 가능하다는 것이 다수설이다. 앞으로 전쟁은 제4세대 전쟁 또는 사이버 전쟁이라고 불리어지는 새로운 형태의 양상이 될 것이다. 특히, 무인항공기와 같은 '최소 비용'으로 '최대의 효과'를 달성하려는 전쟁형태가 될 것이다. 따라서 여기에 대한 인도주의적, 전쟁범적인 연구가 필수적으로 이루어짐으로써 인류의 평화적인 발전에 기여해야 할 것이다.

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