• Title/Summary/Keyword: Virtual Leadership

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The Trend of e-Business and hereafter development direction (e-Business의 동향과 향후 전개 방향)

  • Lee, Hyun-Sik
    • International Commerce and Information Review
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    • v.3 no.1
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    • pp.7-24
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    • 2001
  • 많은 기업들이 e-Business를 적극 추진하고 있으나, 기대한 만큼의 경영성과를 올리고 있는 기업은 거의 없는 실정이며, 더 나아가 e-Business의 회의론까지 대두되고 있는 실정이다. 그럼에도 불구하고 e-Business는 Product & Service Leadership, Operational Excellence, Customer Intimacy 확보 차원에서 지속적으로 성장할 것으로 예상된다. 따라서 Off-line 기업의 IT 설비투자 확대, Off-line 기업과 온라인 기업간의 적절한 조화, 기업간 협력 활성화, 닷컴 기업의 경쟁력 확보 등이 갖춰지면 e-business는 향후 우리에게 새로운 도전과 기회를 제공할 것이다.

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Optimum position for outriggers of different materials in a high- rise building

  • Nikhil Y. Mithbhakare;Popat D. Kumbhar
    • Earthquakes and Structures
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    • v.25 no.5
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    • pp.359-367
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    • 2023
  • High-rise structures are considered as symbols of economic power and leadership. Developing countries like India are also emerging as centers for new high-rise buildings (HRB). As the land is expensive and scarce everywhere, construction of tall buildings becomes the best solution to resolve the problem. But, as building's height increases, its stiffness reduces making it more susceptible to vibrations due to wind and earthquake forces. Several systems are available to control vibrations or deflections; however, outrigger systems are considered to be the most effective systems in improving lateral stiffness and overall stability of HRB. In this paper, a 42-storey RCC HRB is analyzed to determine the optimum position of outriggers of different materials. The linear static analysis of the building is performed with and without the provision of virtual outriggers of reinforced cement concrete (RCC) and pre-stressed concrete (PSC) at different storey levels by response spectrum method using finite element based Extended3D Analysis of building System (ETABS) software for determining responses viz. storey displacement, base shear and storey drift for individual models. The maximum allowable limit and percentage variations in earthquake responses are verified using the guidelines of Indian seismic codes. Results indicate that the outriggers contribute in significantly reducing the storey displacement and storey drift up to 28% and 20% respectively. Also, it is observed that the PSC outriggers are found to be more efficient over RCC outriggers. The optimum location of both types of outriggers is found to be at the mid height of building.

The Global Publication Output in Augmented Reality Research: A Scientometric Assessment for 1992-2019

  • Gupta, B.M.;Dhawan, S.M.
    • International Journal of Knowledge Content Development & Technology
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    • v.10 no.2
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    • pp.51-69
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    • 2020
  • This paper describes global research in the field of augmented reality (22078) as indexed in Scopus database during 1992-2019, using a series of bibliometric indicators. The augmented reality (AR) research registered high 54.23% growth, averaged citation impact of 8.90 citations per paper. Nearly 1% of global output in the subject (226 papers) registered high-end citations (100+) per paper. The top 15 countries accounted for 87.05% of global publications output in the subject. The USA is in leadership position for its highest publications productivity (19.25% global share). The U.K. leads the world on relative citation index (2.05). International collaboration has been a major driver of AR research pursuits; between 11.89% and 44.04% of national share of top 15 countries in AR research appeared as international collaborative publications. AR research productivity by application types was the largest across sectors, such as education, industry and medical. Computer science has emerged as the most popular areas in AR research pursuits. Technical University of Munich, Germany and Osaka University, Japan have been the most productive organizations and Nara Institute of S&T, Japan (66.55 and 7.48) and Imperial College, London, U.K. (57.14 and 6.42) have been the most impactful organizations. M. Billinghurst and N. Navab have been the most productive authors and S. Feiner and B. MacIntyre have been the most impactful authors. IEEE Transactions on Visualization & Computer Graphics, Multimedia Tools & Applications and Virtual Reality topped the list of most productive journals.

Study on co-relation of the leadership between reality and virtual world : focused on 'Goonzu Special' game (현실세계와 가상세계에서 발현되는 리더십의 상관관계에 관한 연구 : '군주Special'을 중심으로)

  • Park, Jun-Ho;Lee, Sang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.587-592
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    • 2008
  • 게임의 교육적 목적으로의 활용에 대해 관심이 늘고 있다. 이러한 흐름 속에서 최근 게임을 통한 리더십 함양이 화두가 되고 있다. 각 기업체에서는 직원들의 리더십 함양을 위해 게임을 활용하고자 다양한 시도를 꾀하고 있기도 하다. 특히 이 같은 흐름에는 무엇보다 MMORPG 게임이 두드러진다. 왜냐하면 MMORPG 에는 현실 세계와 흡사한 정치, 경제, 사회 시스템이 내재되어 다수의 플레이어와 협동, 경쟁을 하며 목표를 달성해나가는 과정이 담겨있기 때문이다. 하지만 현실과 많은 유사성을 가지고 있는 가상세계이지만 현실과 동일한 잣대로 가상세계에서의 사용자의 성향을 판단하기에는 아직 무리가 있다. 분명 게임이라는 가상공간과 현실세계는 명백한 차이점이 존재하기 때문이다. 그럼에도 불구하고 게임 내에서의 리더십 유형과 현실에서의 리더십 유형간의 직접적인 상관관계에 대한 연구가 아직 이루어지지 않았다는 점에 초점을 맞추었다. 다시 말해 게임을 통한 현실에서의 리더십 함양의 가능성을 언급하기에 앞서 근본적으로 현실과 가상공간에서의 리더십 양상의 상관성에 대한 연구가 선행되어야 한다고 생각된다. 본 연구는 우선 현실세계에서의 리더십 성향이 가상세계에서도 동일하게 적용되는지 1군주의 사용자를 중심으로 살펴본다. 그리고 군주 사용자의 심층인터뷰를 통하여 게임 내에서 리더십을 발현시킬 수 있는 여러 요소 (긍정적 요소 장애요소 등)를 살펴보고 향후 리더십 함양을 위한 게임 기획에 도움이 되고자 한다.

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The Effectiveness of Jeju Island Mixed Reality Tourism Application: Focusing on the Moderating Role of Users' K-Culture Involvement

  • Yoo, Seungchul;Jung, Kwanghee;Nguyen, Vinh T.;Piscarac, Diana
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.116-128
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    • 2020
  • In this study, we introduce a multi-modal mixed reality (MR) application for advertising the main touristic landmarks on Jeju Island, and evaluate its effectiveness based on the Technology Acceptance Model (TAM) with a focus on the user's involvement in Korean culture (K-Culture). Specifically, we deployed several stimuli to enable users to retrieve information, visualize a variety of heritage content such as text, images, videos, virtual artifacts, and immerse in a VR environment to experience the heritage locations. The results of the online survey with 436 participants showed that for consumers with low K-Culture involvement, Perceived Usefulness and Perceived Ease-of-Use did not affect their Intention to Visit the island. Still, it had a significant impact on their Intention to Use the application. On the other hand, for the group with high K-Culture involvement, Perceived Usefulness had no effect on the Intention to Use and Intention to Visit. However, Perceived Ease-of-Use had a significant impact on their Intention to Use the application and Intention to Visit Jeju Island. Therefore, when user involvement in K-Culture is high, convenience of use has played a significant role in sensory media usage and the intention to visit, regardless of the usefulness of the mixed reality content. In contrast, users with low K-Culture involvement primarily focused on the functional aspects of the application. These findings open the path for follow-up studies on K-Culture involvement and immersive media tourism marketing, which will benefit digital tourism marketing and Korea's tourism industry.

A Case study for Multi-Perspective Relationship Experience(MPRE) to Improve Social Communication of Soldiers (군인들의 의사소통 향상을 위한 가상현실 활용 방안 -다시점 관계 경험 프로그램 사례 연구-)

  • Lee, Youn-Soo;Lee, Joong Ho
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.83-89
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    • 2022
  • Recentely, the military needs to apply various technologies for the improvement of teamwork. The government should take the non-face-to-face system due to the social interest of young military members. In this study we investigated collective cohesion by helping soldiers who have difficulty expressing their feelings and delivering messages while living in groups, or who are unable to adapt to group life due to psychological disorders such as relationship anxiety. We proposed the Multi-perspective Relationship Experience program as a new VR application. We showed feeling a sense of reality equivalent to the actual situation, interpersonal tension and social distance were significantly reduced, and communication, which was difficult to actually do, was naturally achieved. In addition, positive effects were confirmed on the sense of belonging and leadership among all participants. We will be effectively used in manpower management policies that improve the collective cohesion of soldiers and support the adaptability of the military environment in line with the rapidly changing social interaction method.