• 제목/요약/키워드: compensation hypothesis

검색결과 40건 처리시간 0.027초

손 끝 온도변화가 젊은 성인의 다중 손가락 동작에 미치는 효과 (Effect of Fingertip Temperature on Multi-finger Actions in Young Adults)

  • Shin, Narae;Xu, Dayuan;Song, Jun Kyung;Park, Jaebum
    • 한국운동역학회지
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    • 제29권3호
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    • pp.157-166
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    • 2019
  • Objective: This study examined the effects of stimulating fingertip temperature on the patterns of force sharing and stability properties during multi-finger force production tasks. Method: 9 adult subjects (male: 3, female: 6, age: $26.11{\pm}4.01yrs$, height: $169.22{\pm}5.97cm$, weight: $61.44{\pm}11.27kg$) participated in this study. The experiment consisted of three blocks: 1) maximal voluntary contraction (MVC) task, 2) single-finger ramp task to quantify enslaving (i.e., unintended force production by non-task fingers), and 3) 12 trials of multi-finger steady-state force production task at 20% MVC. There were three temperature conditions including body-temperature (i.e., control condition), $40^{\circ}C$, and $43^{\circ}C$, and the stimulation was given to the index finger only for all experimental conditions. Results: There were no significant differences in the MVC forces, enslaving, and the accuracy of performance during the steady-state task between the conditions. However, the share of stimulated index finger force increased with the index fingertip temperature, while the share of middle finger force decreased. Also, the coefficient of variation of both index and middle finger forces over repetitive trials increased with the index fingertip temperature. Under the framework of the uncontrolled manifold (UCM) hypothesis used to quantify indices of multi-finger synergies (i.e., stability property) stabilizing total force during the steady-state task, the two variance components within the UCM analysis increased together with the fingertip temperature, while no changes in the synergy indices between the conditions. Conclusion: The current results showed that fingertip temperature stimulation only to index finger does not affect to muscle force production capability of multi-finger, independence of individual fingers, and force production accuracy by the involvement of all four fingers. The effect of fingertip temperature on the sharing pattern and force variation may be due to diffuse reflex effects of the induced afferent activity on alpha-motoneuronal pools. However, the unchanged stability properties may be the reflection of the active error compensation strategies by non-stimulated finger actions.

대덕연구단지 연구기관의 지식관리 시스템에 관한 사례연구 (A Case Study on Knowledge Management System of Research Institute in Daedeok Science Park)

  • 신동민
    • 한국비블리아학회지
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    • 제22권1호
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    • pp.301-331
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    • 2011
  • 이 연구의 목적은 연구기관 지식관리시스템의 효율성을 높이는 방안을 찾기 위해 대덕연구단지의 현행 지식관리시스템의 운영현황을 분석하고, 지식관리에 대한 이용자의 인식변화와 지식경영시스템의 이용률 등과 문제점을 파악한 후, 그 결과를 바탕으로 시스템의 개선방안을 제시하는데 있다. 연구방법으로는 이론적 배경을 위한 문헌적 연구방법과 사례연구를 위한 설문조사 방법을 병행하였다. 또한 이용자의 실제 시스템 이용현황파악을 위해 지식경영시스템의 로그데이터 분석도 실시하였다. 설문조사를 위한 질문은 지식경영에 대한 관심과 인식, 지식기여에 대한 평가 및 보상, 지식내용의 품질, 시스템의 활용도 등 총 29개 항목으로 구성하고, 가설검정과 빈도분석을 통한 기술통계를 작성하였다. 연구 결과로, 지식경영시스템 시행 초기보다 현재의 관심, 이용률 등이 현저하게 감소한 것과 보상제도의 유지 및 보상방법의 확대도 원하는 것으로 확인하였다.

공유경제서비스의 이용경험과 사회적 상호작용의 조절효과: 자전거공유서비스를 중심으로 (Users' Experience of Sharing Economy Service and Moderating Effect of Social Interaction: Focused on Bicycle-Sharing Service)

  • 윤아영;김성민;구철모
    • 한국정보시스템학회지:정보시스템연구
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    • 제26권4호
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    • pp.87-106
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    • 2017
  • Purpose The main purpose of this study is to examine whether the expectations and outcomes of the bicycle-sharing service significantly influence users' expectation disconfirmation, satisfaction, and continuous intention to use. In addition, we will verify the moderating effect of social interaction in bicycle-sharing service on the relationship between satisfaction and continuous intention to use. Design/methodology/approach Based on previous studies dealing with determinants of bicycle use, users' expectations and outcomes of the bicycle-sharing service were measured by three variables; accessibility, convenience, and safety. To collect the data, we conducted a survey of undergraduates at a university located in Seoul for three weeks, beginning March 6. Participants completed the first questionnaire, which measured expectations of the bicycle-sharing service based on the attributes and social interaction before using the BSS. After a few weeks, the same participants completed the second questionnaire, which measured outcomes of the outcome, disconfirmation, satisfaction, and continuous intention to use the BSS. Only participants who completed both surveys received monetary compensation. In order to test hypothesis, the Smart Partial Least Square (SmartPLS) modeling technique was applied. Findings In terms of main effects, based on the expectation disconfirmation theory, the results indicated that there were significant relationship among expectation, performance, disconfirmation, and satisfaction. In particular, it was verified that disconfirmation completely plays a mediating role between performance and satisfaction. In addition, the moderating effect of social interaction was examined. There was a significant interaction effects of social interaction and satisfaction on the continuous intention to use for leisure purpose. Finally, this study is expected to contribute to the study of resource sharing in the field of tourism and provide baseline information for future research.

Application of Pharmacovigilance Methods in Occupational Health Surveillance: Comparison of Seven Disproportionality Metrics

  • Bonneterre, Vincent;Bicout, Dominique Joseph;De Gaudemaris, Regis
    • Safety and Health at Work
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    • 제3권2호
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    • pp.92-100
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    • 2012
  • Objectives: The French National Occupational Diseases Surveillance and Prevention Network (RNV3P) is a French network of occupational disease specialists, which collects, in standardised coded reports, all cases where a physician of any specialty, referred a patient to a university occupational disease centre, to establish the relation between the disease observed and occupational exposures, independently of statutory considerations related to compensation. The objective is to compare the relevance of disproportionality measures, widely used in pharmacovigilance, for the detection of potentially new disease ${\times}$ exposure associations in RNV3P database (by analogy with the detection of potentially new health event ${\times}$ drug associations in the spontaneous reporting databases from pharmacovigilance). Methods: 2001-2009 data from RNV3P are used (81,132 observations leading to 11,627 disease ${\times}$ exposure associations). The structure of RNV3P database is compared with the ones of pharmacovigilance databases. Seven disproportionality metrics are tested and their results, notably in terms of ranking the disease ${\times}$ exposure associations, are compared. Results: RNV3P and pharmacovigilance databases showed similar structure. Frequentist methods (proportional reporting ratio [PRR], reporting odds ratio [ROR]) and a Bayesian one (known as BCPNN for "Bayesian Confidence Propagation Neural Network") show a rather similar behaviour on our data, conversely to other methods (as Poisson). Finally the PRR method was chosen, because more complex methods did not show a greater value with the RNV3P data. Accordingly, a procedure for detecting signals with PRR method, automatic triage for exclusion of associations already known, and then investigating these signals is suggested. Conclusion: This procedure may be seen as a first step of hypothesis generation before launching epidemiological and/or experimental studies.

융복합시대 내부마케팅이 고객지향성에 미치는 영향에 관한 연구 - S전자 상사의 신뢰 매개효과 (A Study on the Influence of Internal Marketing to Customer Orientation in Convergence Era - The Mediating Effect of S Electronic Employee's Trust to Leaders)

  • 이병주;이승희
    • 디지털융복합연구
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    • 제14권9호
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    • pp.99-109
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    • 2016
  • 본 연구는 조직 내의 내부마케팅을 권한위임, 교육훈련, 경영층지원, 보상시스템, 내부의사소통으로 설정하고 종업원들이 인식하는 내부마케팅과 고객지향성의 관계에서 상사의 리더의 매개효과를 검증하는데 그 목적이 있다. 본 연구를 규명하기 위해서 총 570부의 설문지가 분석에 사용되었으며, 분석방법으로는 신뢰도 분석, 확인적 요인분석 및 구조모형 검증을 통해서 분석을 실시하였다. 분석 결과는 다음과 같다. 첫째, 내부마케팅은 고객지향성에 정(+)의 영향을 미치는 것으로 나타났고, 둘째, 내부마케팅은 상사의 신뢰에 정(+)의 영향을 미치는 것으로 나타났다. 셋째, 상사의 신뢰는 고객지향성에 정(+)의 영향을 미치는 것으로 확인되었으며, 넷째, 상사의 신뢰가 가지는 매개효과로는 권한위임, 교육훈련, 보상, 내부의사소통 요인에서 부분매개효과를, 경영층지원은 완전매개효과가 있는 것으로 검증되었다. 이러한 연구결과는 이론적, 실무적으로 기여하는 바가 클 것으로 사료된다.

Can Threatened Moral Self Make People Prefer Ecological Product? - An Eye Tracking Research based on Chinese Face Consciousness

  • Shi, Zhuomin;Zheng, Wanyi;Yang, Ning
    • Asia Marketing Journal
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    • 제17권4호
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    • pp.21-42
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    • 2016
  • Purpose: Social influence has a decisive role in shaping a person's cognition and behavior. Chinese face consciousness, including moral component, is an important part of Chinese traditional culture, which influences people to implement moral behavior. With both eye-tracking technology and traditional questionnaire, this research aims to explore people's moral psychology and the psychological processing mechanisms of Chinese face consciousness, as well as the impact of Chinese face consciousness on the preference for the ecological product. Method and Data: 75 college and MBA students' eye movement data were collected when they read different kinds of moral materials, as well as data from the subsequent questionnaires. To test the hypothesis, ANOVA analysis and Heat Map analysis were performed. Besides, the PROCESS of bootstrap was used to test mediation effect. Findings: The results reveal that: 1. Compared to the moral-situation reading, when subjects read immoral situations, they need more processing time due to the moral dissonance and cognitive load. 2. Compared to the control condition, when threatened moral self is primed, subjects prefer to choose ecological product. 3. Protective face orientation is the mediator between threatened moral self and preference to ecological product. Key Contributions: First, this study broadens the use of eye-tracking technology in marketing and demonstrates a better understanding of the relationship between morality and consumer behavior in a more scientific way. Second, this study not only distinguishes the meanings between "protective face orientation" and "acquisitive face orientation", but also innovatively validates that when moral self is threatened, consumers tend to choose ecological product as moral compensation in order to protect their face. It can shed light on the promotion of ecological product in practical applications.

고객 보상프로그램의 효율적 구성에 관한 연구 (A Study on Efficiently Designing Customer Rewards Programs)

  • 김상철
    • 유통과학연구
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    • 제10권1호
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    • pp.5-10
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    • 2012
  • 본 연구는 보상프로그램의 구성에 관한 연구이다. 이를 위해 재무가치적 보상프로그램과 서비스 가치적 보상프로그램에 대한 관여수준별 선호도를 분석하였다. 또한 보상 프로그램의 평가모드(SE, JE)에 따라 선호도가 어떻게 달라지는지를 파악하였다. 실험결과 관여수준에 따라 보상프로그램에 대한 선호도는 일부 차이를 보이고 있으며 결합된 보상프로그램에 대한 선호도가 높게 나타나고 있었다. 여기서 특이한 점은 재무적 보상프로그램에 서비스 보상프로그램이 결합되는 경우에 고객들은 보상프로그램에 대해 보다 더 높은 선호도를 보이고 있어, 기존 재무보상 중심에서 벗어나 서비스 보상프로그램에 대한 관심을 제고시킬 필요가 있다. 이는 기존 기업들이 비용에 대한 부담을 갖고 있으면서도 비차별적이로 획일적인 보상프로그램을 진행하는 방식에서 새로운 보상프로그램을 구성하는 계기가 될 수 있을 것으로 판단된다.

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감정노동자의 이직의도 결정요인에 관한 연구 -강원지역 대형숙박서비스업을 중심으로- (A Study on the Determinants of Employees' Turnover Intention of Emotion Workers -Focused the large accommodation services on the Gangwon Province-)

  • 이덕수
    • 한국산학기술학회논문지
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    • 제17권7호
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    • pp.154-164
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    • 2016
  • 본 논문은 최근 사회적 이슈가 되고 있는 감정 노동자의 이직의도 결정 요인에 관한 연구로서, 서비스 산업에 종사하는 감정 노동자의 서비스 품질 향상에 영향을 미치는 이직 의도를 결정하는 요인이 무엇인지에 대해 실증적인 연구를 통해 조사 분석한 것이다. 독립 변수로 설정한 감정 노동자의 직무특성 및 직무환경, 조직문화, 감정노동행위 등이 종속 변수인 이직 의도에 어떤 영향을 미치는지 실증 조사하였으며, 이러한 독립 변수들이 직무만족을 매개로 감정 노동자의 이직 의도에 어떻게 영향을 미치는지에 대해 실증적으로 살펴보았다. 연구 대상으로는 주로 강원권의 대형 숙박 서비스업에 종사하는 감정 노동자를 대상으로 하였으며 직무특성 및 직무환경 요인 중에서는 직무다양성 요인과 내외적 보상 요인이 이직 의도에 영향을 미치고 있었고, 조직문화 요인으로는 인적 자원 문화, 개방 체계 문화, 위계 질서 문화 요인이 이직의도에 영향을 미치고 있었으며, 감정노동 행위 중에서는 표면행위, 진심행위 요인이 이직의도에 영향을 미치고 있는 것으로 실증적으로 조사되었다. 또한 직무만족을 매개로 한 가설검증에서는 직무다양성 요인 등 몇몇 요인들이 영향을 미치고 있었으며, 향후에는 독립변수 요인으로 정규직 비정규직 여부를 하나의 요인으로 두고 실증조사를 해보면 좀 더 유익한 결론을 얻을 수 있을 것 같다.

다양한 지구물리 자료를 통해 얻은 한반도의 지각두께 예측과 지열류량과의 비교 (Estimate on the Crustal Thickness from Using Multi-geophysical Data Sets and Its Comparison to Heat Flow Distribution of Korean Peninsula)

  • 최순영;김형래;김창환;박찬홍;서만철
    • 자원환경지질
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    • 제44권6호
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    • pp.493-502
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    • 2011
  • 본 연구는 지형자료와 Free-air 중력이상을 이용하여 한반도의 모호면 심도 및 지각두께를 계산하였다. Airy-Heiskanen 지각평형 가설에 근거한 Free-air 중력이상에 포함된 지형중력과 연관성 있는 성분들을 파동수상관분석으로 추출하고 이로부터 보상이 이루어진 상태의 중력효과를 계산하였다. 계산된 결과로부터 반복법을 통한 역산을 이용하여 지각과 맨틀의 경계면인 모호면 심도를 도출하였고 역산 시 기존에 연구된 지진파에 의한 20개의 모호면 심도를 활용하여 포텐셜 필드에서 나타날 수 있는 비유일성의 가능성을 최소화하였다. 최종적으로 모호면 심도와 고도 자료를 더하여 한반도 지각두께를 도출하였으며 한반도 평균지각두께는 32.15 km, 표준편차 3.12 km를 나타내었다. 이 연구에서 구한 남한지역의 모호면과 같은 지역의 타 논문결과들과 비교하였을 때 평균 모호면 심도는 각각 31.08 km, 31.96 km, 33.02 km을 나타내고 표준편차는 1.94 km, 1.62 km, 1.77 km을 나타냄으로 각 연구결과의 통계치는 거의 일치하는 것으로 나타났고 모호면 굴곡 역시 공통적으로 태백산맥과 소백산맥을 따라 모호면이 깊어지고 경상분지는 얕아짐을 확인하였다. 또한 지각 내 중력 이상체의 분포에 대한 정보를 포함하고 있는 지형과 비상관된 Freeair 중력이상을 가지고 지열류량분포와 비교하였다. 저주파성분의 지형과 비상관된 Free-air 중력이상과 지열류량분포를 상관 비교한 결과 높은 양의 상관관계를 나타냈고, 특히, 경상분지지역은 높은 지열류량분포가 암석의 밀도보상으로 인해 모호면의 상승을 가져다 준 것으로 보인다. 이러한 결과는 최근 Kim et al.(2008)에서 언급한 경상분지의 높은 지열류량이 맨틀로부터 야기되는 모델과 부합된다는 사실을 뒷받침해주고 있다.

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.