• 제목/요약/키워드: collecting data

검색결과 2,247건 처리시간 0.028초

Perceptional Change of a New Product, DMB Phone

  • Kim, Ju-Young;Ko, Deok-Im
    • 마케팅과학연구
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    • 제18권3호
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    • pp.59-88
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    • 2008
  • Digital Convergence means integration between industry, technology, and contents, and in marketing, it usually comes with creation of new types of product and service under the base of digital technology as digitalization progress in electro-communication industries including telecommunication, home appliance, and computer industries. One can see digital convergence not only in instruments such as PC, AV appliances, cellular phone, but also in contents, network, service that are required in production, modification, distribution, re-production of information. Convergence in contents started around 1990. Convergence in network and service begins as broadcasting and telecommunication integrates and DMB(digital multimedia broadcasting), born in May, 2005 is the symbolic icon in this trend. There are some positive and negative expectations about DMB. The reason why two opposite expectations exist is that DMB does not come out from customer's need but from technology development. Therefore, customers might have hard time to interpret the real meaning of DMB. Time is quite critical to a high tech product, like DMB because another product with same function from different technology can replace the existing product within short period of time. If DMB does not positioning well to customer's mind quickly, another products like Wibro, IPTV, or HSPDA could replace it before it even spreads out. Therefore, positioning strategy is critical for success of DMB product. To make correct positioning strategy, one needs to understand how consumer interprets DMB and how consumer's interpretation can be changed via communication strategy. In this study, we try to investigate how consumer perceives a new product, like DMB and how AD strategy change consumer's perception. More specifically, the paper segment consumers into sub-groups based on their DMB perceptions and compare their characteristics in order to understand how they perceive DMB. And, expose them different printed ADs that have messages guiding consumer think DMB in specific ways, either cellular phone or personal TV. Research Question 1: Segment consumers according to perceptions about DMB and compare characteristics of segmentations. Research Question 2: Compare perceptions about DMB after AD that induces categorization of DMB in direction for each segment. If one understand and predict a direction in which consumer perceive a new product, firm can select target customers easily. We segment consumers according to their perception and analyze characteristics in order to find some variables that can influence perceptions, like prior experience, usage, or habit. And then, marketing people can use this variables to identify target customers and predict their perceptions. If one knows how customer's perception is changed via AD message, communication strategy could be constructed properly. Specially, information from segmented customers helps to develop efficient AD strategy for segment who has prior perception. Research framework consists of two measurements and one treatment, O1 X O2. First observation is for collecting information about consumer's perception and their characteristics. Based on first observation, the paper segment consumers into two groups, one group perceives DMB similar to Cellular phone and the other group perceives DMB similar to TV. And compare characteristics of two segments in order to find reason why they perceive DMB differently. Next, we expose two kinds of AD to subjects. One AD describes DMB as Cellular phone and the other Ad describes DMB as personal TV. When two ADs are exposed to subjects, consumers don't know their prior perception of DMB, in other words, which subject belongs 'similar-to-Cellular phone' segment or 'similar-to-TV' segment? However, we analyze the AD's effect differently for each segment. In research design, final observation is for investigating AD effect. Perception before AD is compared with perception after AD. Comparisons are made for each segment and for each AD. For the segment who perceives DMB similar to TV, AD that describes DMB as cellular phone could change the prior perception. And AD that describes DMB as personal TV, could enforce the prior perception. For data collection, subjects are selected from undergraduate students because they have basic knowledge about most digital equipments and have open attitude about a new product and media. Total number of subjects is 240. In order to measure perception about DMB, we use indirect measurement, comparison with other similar digital products. To select similar digital products, we pre-survey students and then finally select PDA, Car-TV, Cellular Phone, MP3 player, TV, and PSP. Quasi experiment is done at several classes under instructor's allowance. After brief introduction, prior knowledge, awareness, and usage about DMB as well as other digital instruments is asked and their similarities and perceived characteristics are measured. And then, two kinds of manipulated color-printed AD are distributed and similarities and perceived characteristics for DMB are re-measured. Finally purchase intension, AD attitude, manipulation check, and demographic variables are asked. Subjects are given small gift for participation. Stimuli are color-printed advertising. Their actual size is A4 and made after several pre-test from AD professionals and students. As results, consumers are segmented into two subgroups based on their perceptions of DMB. Similarity measure between DMB and cellular phone and similarity measure between DMB and TV are used to classify consumers. If subject whose first measure is less than the second measure, she is classified into segment A and segment A is characterized as they perceive DMB like TV. Otherwise, they are classified as segment B, who perceives DMB like cellular phone. Discriminant analysis on these groups with their characteristics of usage and attitude shows that Segment A knows much about DMB and uses a lot of digital instrument. Segment B, who thinks DMB as cellular phone doesn't know well about DMB and not familiar with other digital instruments. So, consumers with higher knowledge perceive DMB similar to TV because launching DMB advertising lead consumer think DMB as TV. Consumers with less interest on digital products don't know well about DMB AD and then think DMB as cellular phone. In order to investigate perceptions of DMB as well as other digital instruments, we apply Proxscal analysis, Multidimensional Scaling technique at SPSS statistical package. At first step, subjects are presented 21 pairs of 7 digital instruments and evaluate similarity judgments on 7 point scale. And for each segment, their similarity judgments are averaged and similarity matrix is made. Secondly, Proxscal analysis of segment A and B are done. At third stage, get similarity judgment between DMB and other digital instruments after AD exposure. Lastly, similarity judgments of group A-1, A-2, B-1, and B-2 are named as 'after DMB' and put them into matrix made at the first stage. Then apply Proxscal analysis on these matrixes and check the positional difference of DMB and after DMB. The results show that map of segment A, who perceives DMB similar as TV, shows that DMB position closer to TV than to Cellular phone as expected. Map of segment B, who perceive DMB similar as cellular phone shows that DMB position closer to Cellular phone than to TV as expected. Stress value and R-square is acceptable. And, change results after stimuli, manipulated Advertising show that AD makes DMB perception bent toward Cellular phone when Cellular phone-like AD is exposed, and that DMB positioning move towards Car-TV which is more personalized one when TV-like AD is exposed. It is true for both segment, A and B, consistently. Furthermore, the paper apply correspondence analysis to the same data and find almost the same results. The paper answers two main research questions. The first one is that perception about a new product is made mainly from prior experience. And the second one is that AD is effective in changing and enforcing perception. In addition to above, we extend perception change to purchase intention. Purchase intention is high when AD enforces original perception. AD that shows DMB like TV makes worst intention. This paper has limitations and issues to be pursed in near future. Methodologically, current methodology can't provide statistical test on the perceptual change, since classical MDS models, like Proxscal and correspondence analysis are not probability models. So, a new probability MDS model for testing hypothesis about configuration needs to be developed. Next, advertising message needs to be developed more rigorously from theoretical and managerial perspective. Also experimental procedure could be improved for more realistic data collection. For example, web-based experiment and real product stimuli and multimedia presentation could be employed. Or, one can display products together in simulated shop. In addition, demand and social desirability threats of internal validity could influence on the results. In order to handle the threats, results of the model-intended advertising and other "pseudo" advertising could be compared. Furthermore, one can try various level of innovativeness in order to check whether it make any different results (cf. Moon 2006). In addition, if one can create hypothetical product that is really innovative and new for research, it helps to make a vacant impression status and then to study how to form impression in more rigorous way.

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MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

치과병원 내원환자의 만족도 조사분석 (A study on the gratification of the patient in the Dental Hospital)

  • 김민영;이근우;문홍석;정문규
    • 대한치과보철학회지
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    • 제46권1호
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    • pp.65-82
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    • 2008
  • 오늘날의 시장 경제는 소비자 중심으로 빠르게 변모하고 있다. 이는 점점 가속화 되어가는 소비자의 생활수준과 교육수준의 향상, 다양한 대중매체를 통한 구매자의 상품에 대한 접근의 용이성에 기인한다. 다양한 선택의 대안 속에서 자신의 가치를 만족시킬 수 있는 상품을 선택할 수 있는 소비자 중심의 시장 경제체제는 소비자의 소득수준의 증가와 전 국민 의료보험의 실시로 인한 의료 수요확대를 통해 의료분야에서도 그 두각을 나타내고 있다. 최근 우리나라의 의료계는 의료기관의 수 및 의료 인력의 증가로 인해 경쟁이 강화되고 있는 실정이고, 이러한 경쟁 강화를 통해 소비자의 시장 선택의 폭은 넓어지게 되었다. 이런 시점에 소비자의 입장에서 본 의료서비스에 있어서의 고객만족도에 영향을 미치는 요인, 서비스의 문제점, 개선점에 대한 조사와 연구는 필요 불가결하다고 하겠다. 이 연구는 2006년 1월 23일부터 4월 15일 까지 서울시에 소재한 연세대학교 치과병원에 내원한 환자 784명을 대상으로 진행되었으며 구조화된 설문지를 이용하여 자기기입식 방법으로 자료를 수집하여 이를 분석하였다. 본 연구의 결과를 살펴보면 다음과 같다. 1. 응답자의 사회인구학적인 특성은 성별이나 결혼여부는 적절하게 표본이 추출 된 것으로 보이나 직업에서는 학생 및 대학(원)생, 내원이 유와 현재 받고 있는 치료에 있어서는 교정치료가 높은 비율로 나타났다. 2. 치과병원에 대한 전반적인 만족도는 전체의 74%가 높은 만족을 나타내었다. 3. 독립변수들 중 구체적 서비스 항목에 대해서는 '서비스시스템', '친절도', '설명', '대기시간설명', '예약시스템', '응급상황에의 대처', '치과진료경험의 풍부', '치과적 지식의 유무', '병원의 규모', '소독', '내부시설', '주차' 에 대한 만족도는 높게, '치료비', '치료 준비시간', '대기시간', '치료시간', '예약기간' 에 대한 만족도는 낮게 나타났다. 4. 독립변수들 간의 상관관계 분석을 실시하였고 이들 사이에는 높은 선형관계가 없었다. 5. 독립변수들과 종속변수 사이의 상호관련성을 평가하기 위한 프로빗 회귀분석 결과 총 34개의 독립변수 중에서 불편감 해소, 서비스 시스템, 친절도, 설명, 한 번 내원 시 치료시간, 예약시스템, 지식의 유무, 내부시설에 대한 만족도의 8개 독립변수가 유의수준 1%하에서 서로 높은 상호관련성을 보였다. 고객의 만족은 전적으로 고객의 주관적인 평가에 의존한다. 환자들의 욕구가 다양화되고 고급화되면서 의료서비스에 대한 기대수준이 높아지고 있기 때문에 이에 부합하는 서비스를 제공하는 것이 의료서비스의 고객인 환자를 만족시키는 필수 요건이 된다. 많은 의료기관이 환자를 중심으로 하여 고객만족을 위한 병원, 고객감동을 위한 병원이 되기 위하여 노력을 하고 있으며, 이는 치과의료 분야에 있어서도 적용되고 있는 현실이다. 내원환자들의 만족도를 향상시키기 위해서는 이 연구의 결과를 기초로 한 새로운 병원 경영 전략의 수립과 그로 인한 의료 서비스의 질 향상으로 고객이 만족하는 양질의 의료서비스를 제공하는 노력이 필요하리라 여겨진다.

한미간(韓美間) 정보통신분야(情報通信分野) 통상마찰예방(通商摩擦豫防)과 해소방안(解消方案)에 관한 연구(硏究) (A study on The U.S.-Korean Trade Friction Prevention and Settlement in the Fields of Information and Telecommunication Industries)

  • 정재영
    • 무역상무연구
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    • 제13권
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    • pp.869-895
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    • 2000
  • The US supports the Information and Communication (IC) industry as a strategic one to wield a complete power over the World Market. However, several other countries are also eager to have the support for the IC industry because the industry produces a high added value and has a significant effect on other industries. Korea is not an exception. Korea recently succeeded in the commercialization of CDMA for the first time in the world, after the successful development of TDX. Hence, it is highly likely to get tracked by the US. Although the IC industry is a specific sector of IT, there is a concern that there might be a trade friction between the US and Korea due to a possible competition. It will be very important to prepare a solution in advance so that Korea could prevent the friction and at the same time increase its share domestically and globally. It will be our important task to solve the problem with the minimum cost if the conflict arises unfortunately in the IT area. The parties that have a strong influence on the US trade policy are the think tank group and the IT-related interest group. Therefore, it would be important to have a close relationship with them. We found some implications by analyzing the case of Japan, which has experienced trade frictions with the US over the long period of time in the high tech industry. In order to get rid of those conflicts with the US, the Japanese did the following things : (1) The Japanese government developed supporting theories and also resorted to international support so that the world could support the Japanese theories. (2) Through continual dialogue with the US business people, the Japanese business people sought after solutions to share profits among the Japanese and the US both in the domestic and in the worldwide markets. They focused on lobbying activities to influence the US public opinion to support the Japanese. The specific implementation plan was first to open culture lobby toward opinion leaders who were leaders about the US opinion. The institution, Japan Society, were formed to deliver a high quality lobbying activities. The second plan is economic lobby. They have established Japanese Economic Institute at Washington. They provide information about Japan regularly or irregularly to the US government, research institution, universities, etc., that are interested in Japan. The main objective behind these activities though is to advertise the validity of Japanese policy. Japanese top executives, practical interest groups on international trade, are trying to justify their position by direct contact with the US policy makers. The third one is political lobby. Japan is very careful about this political lobby. It is doing its best not to give impression that Japan is trying to shape the US policy making. It is collecting a vast amount of information to make a correct judgment on situation. It is not tilted toward one political party or the other, and is rather developing a long-term network of people who understand and support the Japanese policy. The following implications were drawn from the experience of Japan. First, the Korean government should develop a long-term plan and execute it to improve the Korean image perceived by American people. Second, the Korean government should begin public relation activities toward the US elite group. It is inevitable to make an effort to advertise Korea to this elite group because this group leads public opinion in the USA. Third, the Korean government needs the development of a relevant policy to elevate the positive atmosphere for advertising toward the US. For example, we need information about to whom and how to about lobbying activities, personnel network who immediately respond to wrong articles about Korea in the US press, and lastly the most recent data bank of Korean support group inside the USA. Fourth, the Korean government should create an atmosphere to facilitate the advertising toward the US. Examples include provision of incentives in tax on the expenses for the advertising toward the US and provision of rewards to those who significantly contribute to the advertising activities. Fifth, the Korean government should perform the role of a bridge between Korean and the US business people. Sixth, the government should promptly analyze the policy of IT industry, a strategic area, and timely distribute information to industries in Korea. Since the Korean government is the only institution that has formal contact with the US government, it is highly likely to provide information of a high quality. The followings are some implications for business institutions. First, Korean business organization should carefully analyze and observe the business policy and managerial conditions of US companies. It is very important to do so because all the trade frictions arise at the business level. Second, it is also very important that the top management of Korean firms contact the opinion leaders of the US. Third, it is critically needed that Korean business people sent to the USA do their part for PR activities. Fourth, it is very important to advertise to American employees in Korean companies. If we cannot convince our American employees, it would be a lot harder to convince regular American. Therefore, it is very important to make the American employees the support group for Korean ways. Fifth, it should try to get much information as early as possible about the US firms policy in the IT area. It should give an enormous effort on early collection of information because by doing so it has more time to respond. Sixth, it should research on the PR cases of foreign enterprise or non-American companies inside the USA. The research needs to identify the success factors and the failure factors. Finally, the business firm will get more valuable information if it analyzes and responds to, according to each medium.

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송도 갯벌과 영일만 조하대 저서동물의 군집조사를 위한 적정 채집면적의 결정 (Determination of the Optimum Sampling Area for the Benthic Community Study of the Songdo Tidal Flat and Youngil Bay Subtidal Sediment)

  • 고철환;강성길;이창복
    • 한국해양학회지:바다
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    • 제4권1호
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    • pp.63-70
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    • 1999
  • 연성저질의 갯벌과 조하대에 서식하는 저서동물의 정점당 채집면적을 제안하고자 인천 송도 1 개 정점에서 0.02 $m^2$ 박스코아를 이용하여 총 250 회 (5 $m^2$), 영일만 조하대 1 개 정점(수심 20 m)에서 0.1 $m^2$ 반빈 채니기를 이용하여 총 50 회(5 $m^2$)의 표품을 반복 채집하였다. 본 연구에서 제안한 채집면적은 모집단으로 설정한 5 $m^2$에 대해서 출현종수와 생태지수(다양성, 종풍부도, 균등도, 우점도지수), 종조성의 유사성(유사도지수 기준)이 75%로 나타나는 수준의 면적으로 설정하였다. 송도갯벌 5 $m^2$에 서식하는 저서동물은 56 종, 영일만 조하대 5 $m^2$에서는 총 60 종이었다. 채집면적 (A; $m^2$)에 따른 저서동물의 누적 출현종수($N_{sp}$)는 송도갯벌에서 $N_{sp}=37.379A^{0.257}(r^2=0.99)$, 영일만 조하대에서 $N_{sp}=40.895A^{0.257}(r^2=0.98)$의 관계식으로 나타낼 수 있었다. 모집단으로 설정한 5 $m^2$에 대해서 출현총수의 75%가 출현하는 채집면적은 송도갯벌과 영일만 조하대에서 각각 1.6 $m^2$ (0.02 $m^2$ 박스코아, 80 회), 1.5 $m^2$ (0.1 $m^2$ 반빈채니기, 15 회)이었다. 0.02 $m^2$과 0.1 $m^2$의 단위표품을 계속 더하여 면적을 증가시키면서 새롭게 증가된 각 면적에서의 생태지수와 유사도를 다시 계산하였다. 그 결과, 5 $m^2$의 생태지수에 75% 근접하는 면적은 송도갯벌에서 < 0.5 $m^2$~1.5 $m^2$, 영일만 조하대에서 < 0.5 $m^2$~1.2 $m^2$이였다. 종조성의 유사성을 75%로 반영하는 면적은 0.3 $m^2$(송도), 0.6 $m^2$(영일만)이었다. 군집분석을 위해 흔히 사용하는 이들 지수의 채집면적에 따른 변화를 추적하여 유사성 75%에 기준을 둔 채집면적으로 송도갯벌에서는 1.5 $m^2$(0.02 $m^2$ 박스 코아, 75 회), 영일만 조하대에서는 1.2 $m^2$(0.1 $m^2$ 반빈 채니기, 12 회)을 제안할 수 있었다. 이들 채집면적은 송도갯벌에서 상위 우점 7 종(개체수 68%를 차지함)의 서식밀도를, 영일만 조하대에서 상위 우점 6 종(개체수 90% 차지함)의 서식밀도를 정밀도 0.2 이내에서 추정할 수 있게 한다.

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가오별업(嘉梧別業)의 복원 설계를 위한 공간구성 및 정원 특성에 관한 연구 (A Study on the Space Formation and Garden Characteristics of Garden Remains, Gao-Byeoleop for Restoration Design)

  • 노재현;김순기
    • 한국전통조경학회지
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    • 제36권3호
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    • pp.58-74
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    • 2018
  • 본 연구는 조선 말기 대표적 정치인이며 경세가, 그리고 다인이었던 귤산 이유원의 은거 유적인 남양주 천마산 기슭에 위치한 가오별업의 공간구성과 정원 특성을 고구함으로서 향유 별서원림 복원의 기초자료를 제시하고자 한 것이다. 문헌고찰과 시문 분석 그리고 현장조사와 주민인터뷰를 결과를 종합해 얻은 가오별업의 정원 모습은 다음과 같다. 종남산을 상징하는 '귤산'이라 자호한 이유원은 왕유의 망천별업과 서계 박세당의 은거 및 별서 경영을 동경하고 이를 스스로 실현하기 위해 선영이 있는 양주 가오곡에 별업을 조성하였다. 천마산 아래 가오곡을 중심으로 조성한 가오별업은 크게 내원과 외원으로 구성되며 별업공간의 영역은 '가오복지' 바위글씨 표식으로부터 시작된다. 가오별업의 내원은 사시향관, 오백간정, 임하려, 퇴사담 등의 건물과 행랑채 주변의 채원과 후원의 과원을 주요 정원구성요소로 하였으며 내원으로부터 약 850m 떨어진 상부에 조성된 영귀정은 별업 속에 또 다른 별서로서의 이중적 공간구성을 보인다. 가오별업의 내원은 장서각이자 고동서화의 보관소로서 사랑채 역할을 한 사시향관과 익랑 형태로 연결된 작은 사랑채 오백간정이 있었으며 주변에는 유상곡수거가 시설되었다. 또한 서재이자 벽려원(??園)이라 편액한 임하려는 별업 가장 높은 곳에 입지한 서옥이자다실이었다. 방지원도형의 연당 퇴사담에 도입된 태호석 이외에도 가오별업에는 여러 기의 태호석이 도입되었으며 내원에는 다양하고 희귀한 정원 식물들이 식재되었는데 이는 이 시기 원예취미 사조 및 이유원의 재력과 고동서화 수집과도 무관하지 않다. 한편 별업에서 만회암으로 이르는 가오천계곡에 세운 영귀정 일원은 이유원 시기 이후 옥산 또는 우암이란 호를 가졌던 또 다른 인사가 향유했던 명소 '우암폭'이었던 곳으로 보인다. 이유원은 우암폭을 제삼폭으로 규정하고 '귤산'이라 새김으로서 이곳이 자신의 별업 영역임을 알렸으며 이곳에 영귀정을 세우고 주변에는 다수의 복사나무를 심어 도화경을 재현하였다. 영귀정 상부에는 만회정에 이르는 교량 앞에 새겨진 벽파동천 바위글씨는 가오복지 속에 형성된 또 다른 선계로 가름된다. 이유원은 그가 중창에 큰 역할을 한 사찰 만회암 후면 계곡의 거대한 바위에는 제일산이라 바위글씨를 새겨 이곳이 가오별업 외원의 종국임을 알렸다. 본 연구는 문헌연구와 현장연구에 의해 가오곡 일대의 별업 흔적을 추정한 것으로 현재까지 확인된 현장 유적에 의해 추정된 결과이다. 제일산과 제삼폭 사이의 제2의 경물이나 바위글씨를 확인을 위한 노력이 수반되어야 할 것이다. 또한 향후 시굴조사 등을 통해 가오별업의 정확한 배치특성이 밝혀지기를 기대한다. 이를 위해서는 특히 가오별업 복원을 위한 남양주시의 관심과 역할이 있어야 할 것이다.

혁명시기 중국공산당의 문서당안관리 (Chinese Communist Party's Management of Records & Archives during the Chinese Revolution Period)

  • 이원규
    • 기록학연구
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    • 제22호
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    • pp.157-199
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    • 2009
  • 중국공산당의 창당과 함께 문서와 당안 관리 조직이 출현한 것은 아니었다. 1926년 중앙 비서처가 설립된 이후 문서과와 그 소속 문건열람처, 문건보관처 등이 설립됨으로써 본격화되었던 것이다. 1930년대 초 비서조직의 업무개선이 집중적으로 논의되었는데, 비판의 핵심은 정치적 역할을 자각하지 못한 채 단순히 "기능적 조직"으로 전락하고 말았다는 것이었고, 이의 해결 방안은 곧 "비서처 업무의 정치화"였다. 나아가 1940년대에는 "정풍운동"의 영향으로 문서만이 아니라 각종 주요 정보자료를 수집하여 정리, 제공하는 재료과의 임무가 강조되었다. 한편, 문서의 작성에 있어서 인물이나 기관의 명칭을 다르게 표기한다든가 약물을 사용하여 문서를 작성하는 등 보안의 유지가 줄곧 강조되었으며, 또한 업무활동과 지역의 상황에 대한 정기보고를 통해 중앙과 지방간의 소통이 강조되었다. 비서장은 중요 공문의 초안을 작성하는 것은 물론, 모든 문건의 열람과 심사를 담당하여 문서처리의 중심적 역할을 수행하였다. 문서의 처리가 끝나면 당안이라고 불리우며 보관되었는데, 중앙 비서처 문서과의 "문건보관처"가 이러한 역할을 담당하였다. "중앙문고"라고 불리기도 한 문건보관처는 1930년대 초부터 더 이상 당안을 이관받을 수 없었지만, 1940년대에는 재료과가 문서와 간행재료를 보존하고 제공하는 역할을 강화해갔다. 특히 조사연구를 위한 재료의 수집이 실행되었고, 일본의 통치 아래에 있던 지역을 회복하면서 대량의 당안과 문헌 자료를 수집하기도 하였다. 1931년 당안의 분류방법과 목록작성방법이 규정된 이후 특히 1940년대에 본격적으로 제도화되었는데, 기본적으로는 주제분류법이 유지되었고 기초적인 목록표기법이 채택되었다. "중요성"과 "기밀성"을 관리의 기준으로 삼는 원칙은 비교적 초기부터 나타났지만, 문서의 보존과 폐기를 구분하는 평가의 개념이나 절차는 명확치 않았다. 비밀의 보안관리와 접근제한의 제도를 실행하는 한편, "보존과 이용의 통일"이라는 구호에서도 알 수 있듯이 당안재료의 이용제공에 대한 문제의식은 매우 강렬하였다. 혁명운동과 전쟁의 와중에서도 중국공산당은 문서당안의 관리와 보존을 강화해가는 노력을 지속했다. 그 성과가 항상 바람직한 것도 아니었고, 그 경험을 안정적으로 발전시켜갈 수 있었던 것도 아니었다. 그것은 필경 중국공산당이 처해 있던 역사적 여건에서는 불가피한 일이었을 것이다. 이 과정에서 두드러지게 나타난 특성은 단지 기능적인 수준에서 문서당안관리의 효율화를 추진했던 것이 아니라 것이 아니라, 오히려 중국공산당의 혁명운동에 미치는 정치적 의의에 대한 자각을 강화해가며, 혁명 정책 연구의 실증적 근거이자 또한 중국공산당 역사의 증거로서 당안재료가 갖는 가치에 주목하였던 것에서 찾을 수 있을 것이다.