This study draws on a sociopolitical perspective to investigate the possible impact of champion leadership by project leaders on project viability(resource supply and organizational support) and team members' team efficacy by analyzing the empirical data of 92 ongoing projects collected from 22 public and private R&D institutes in the electronics, telecommunication, machinery, and chemical industries. Results revealed that higher level of project championing by project leader tended to positively related to a high level of organizational support and resource supply. It was also found that teams members who experienced higher level of project championing by project leader tended to have higher team efficacy. Furthermore, project type and innovative climate moderate the champion leadership-project performance relationships. The results found in this study offer several theoretical and managerial implications. First, champion leadership by project leaders is quite helpful to get more moral support and legitimacy of the organization for the project, and thus for acquisition of more tangible and intangible resources required for successful implementation of the R&D project. Champion leadership by project leaders also impacts the morale and self-confidence of the team members. Project leaders gives a sense of purpose and meaning to project members by actively and enthusiastically promoting the project, and by expressing confidence in team members' capabilities to perform a given task. In addition, his or her soliciting assistance and additional resources can contribute the building the confidence of members that the project can be performed well. Second, the relationship between champion leadership and project performances is context-specific (i.e., project type and innovative climate). This study is one of the few to have tested the moderating effects between champion leadership and project performances with a empirical research design. This study extends the current knowledge on champion leadership in the innovation process by generalizing their importance in R&D projects to a new industrializing context, Korea, and further sheds light on the contingent relationship between champion leadership and project performances in the innovation process. Based on these findings, some areas for future research are discussed.
Journal of Elementary Mathematics Education in Korea
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v.13
no.1
/
pp.115-140
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2009
Freudenthal has advocated the mathematisation theory. Mathematisation is an activity which endow the reality with order, through organizing phenomena. According to mathematisation theory, the departure of children's learning of mathematics is not ready-made formal mathematics, but reality which contains mathematical germination. In the first place, children mathematise reality through informal method, secondly this resulting reality is mathematised by new tool. Through survey, it turns out that area unit of Korea's seventh elementary mathematics textbook is not correspond to mathematisation theory. In that textbook, the area formular is hastily presented without sufficient real context, and the relational understanding of area concept is overwhelmed by the practice of the area formular. In this thesis, first of all, I will reconstruct area unit of seventh elementary textbook according to Freudenthal's mathematisation theory. Next, I will perform teaching experiment which is ruled by new lesson design. Lastly, I analysed the effects of teaching experiment. Through this study, I obtained the following results and suggestions. First, the mathematisation was effective on the understanding of area concept. Secondly, in both experimental and comparative class, rich-insight children more successfully achieved than poor-insight ones in the task which asked testee comparison of area from a view of number of unit square. This result show the importance of insight in mathematics education. Thirdly, in the task which asked testee computing area of figures given on lattice, experimental class handled more diverse informal strategy than comparative class. Fourthly, both experimental and comparative class showed low achievement in the task which asked testee computing area of figures by the use of Cavalieri's principle. Fifthly, Experiment class successfully achieved in the area computing task which resulting value was fraction or decimal fraction. Presently, Korea's seventh elementary mathematics textbook is excluding the area computing task which resulting value is fraction or decimal fraction. By the aid of this research, I suggest that we might progressively consider the introduction that case. Sixthly, both experimental and comparative class easily understood the relation between area and perimeter of plane figures. This result show that area and perimeter concept are integratively lessoned.
Journal of The Korean Association For Science Education
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v.39
no.1
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pp.45-57
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2019
NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.17
no.4
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pp.1-16
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2022
This paper studies the impact of regulatory approaches on innovation and entrepreneurship. As technological progress and environmental changes avail new business opportunities to innovative startups, many governments find it difficult to regulate new and unprecedented businesses promoted by the innovative firms. In order to provide academic and practitional implications on the regulatory design with which to support innovation and entrepreneurship, this paper aims to review classical theories on the demand and supply of regulation as well as empirical research on the impact of regulation on market entry and incentives for innovation. Based on the findings, this paper discusses the recent controversies around the regulatory approaches on new businesses pursued by startups, which are as known as the "positive regulatory approach" vs. "negative regulatory approaches" among practitioners and policy makers in Korea. This paper claims that the Korean context provides an useful opportunity to investigate how the ongoing transition of the once "fast follower" economy into a pacesetter one changes the nature of businesses pursued by firms, investors, and related market players and, accordingly, calls for the changes in the way the government intervenes in markets to regulate businesses of firms. By doing so, this paper sheds light on the role of the government in establishing an entrepreneurial ecosystem where innovative ideas of startups can be tested and nurtured.
Journal of the Korean Society of Earth Science Education
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v.14
no.2
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pp.123-135
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2021
In this study, we apply a lesson design process using an argumentation structure to preservice earth science teachers and analyzed argumentation levels displayed in the lesson plans written by preservice teachers in the process. As a result of the study, the preservice teachers designed a logically structured lesson by reflecting more argumentation components in the final lesson plan than the first one. In addition, in the case of lesson topics in which all argumentation elements were not explicitly presented in textbooks or curriculum, preservice teachers could not clearly reflect some argumentation components in the lesson plan. The conclusions and implications based on the results are as follows: First, it is necessary to use the argumentation structure as a tool to design logical science lessons, considering that argumentation levels of lesson plans written by preservice science teachers were improved by using argumentation structures in instructional design. Next, it is necessary to cultivate the preservice science teacher's ability to reconstruct the curriculum for science lesson design using the argumentation structure since argumentation levels of lesson plans written by preservice science teachers were limited to the argumentation components presented in the textbook and curriculum. Additionally, it is necessary to develop and apply a preservice teacher education program that uses the argumentation structure in the context of actual teaching activities so that preservice science teachers can not only understand argumentation but also improve their class expertise.
This exploratory research examines a new approach to the healing environment in the changed health paradigm, and seeks to conceptualize the extended characteristics of the healing environment in the context of mental health promotion. This study aims to, first, define the concepts of health, mental health, and the healing environment in the changed paradigm, and second, develop the healing characteristics of the physical environment for mental health promotion and create indicators. For these purposes, this study performed a theoretical exploration that could support the concept of the healing environment for mental health promotion by expanding its scope into not only architecture, psychology, and psychiatry but also philosophy of architecture and environment psychology, which concerns the relationship between humans and the environment. This study considers related theories and attempts to establish a new concept from a convergent perspective. The characteristics of the healing environment categorized as a result of exploratory research on previous studies and theories include (a) physical protection promotion, (b) psychological comfort promotion, (c) social exchange promotion, and (d) personal self-esteem promotion. Establishing the concept of the healing environment for mental health promotion is important to implement the actual healing environment. Based on the concept, more specific design indicators and guidelines could be developed to conduct applied research.
Kim Munjo;Yang Chanseok;Lim Jeongyeon;Kim Munchurl;Park Sungjin;Kim Kwanlae;Oh Yunje
Journal of Broadcast Engineering
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v.10
no.4
s.29
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pp.557-575
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2005
Much research in core technologies has been done to make it possible the ubiquitous video services over various kinds of user information terminals anytime anywhere in the way the users want to consume. In this paper, we design plototypesystem architecture for the ubiquitous TV program content consumption based on user preference via various kinds of intelligent information terminals in digital home environment, and present an implementation and testing results for the prototype system. For the system design, we utilize the TV Anytime specification fur the consumption of TV program contents based on user preference in TV programs, and also use the MPEG-21 DIA (Digital Item Adaptation) tools which are the representation schema formats in order to describe the context information for user environments, user terminal characteristics, user characteristics for universal access and consumption of the preferred TV program contents. The proposed ubiquitous content mobility prototype system is designed to make it possible to seamlessly consume contents by a single user or multiple users via various kinds of user terminals for the TV program contents they watch together. The proposed ubiquitous content mobility prototype system in digital home environment consists of a home server, a display TV terminal, and an intelligent information terminal. We use 42 TV programs contents in eight different genres from four different TV channels in order to test our prototype system.
Korean Journal of Construction Engineering and Management
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v.12
no.1
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pp.53-61
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2011
For construction projects, the importance of early cost estimates is highly recognized by the project team and sponsoring organization because early cost estimates are frequently a foundation of business decisions as well as a basis for identifying any changes as the project progresses from design to construction. However, it is difficult to accurately estimate construction cost in the early stage of a project due to various uncertainties in construction. To deal with these uncertainties, cost estimates should be made several times over the course of the project. In particular, early cost estimates are essential process for successful project management. For accurate construction cost estimates, it is necessary to compare cost estimates with actual costs based on historical project data. In this context, case-based reasoning (CBR), which is the process of solving new problems based on the solutions of similar past problems, can be considered as an effective method for cost estimating. To obtain this, it is also required to define the attribute similarities and the attribute weights. However, no existing method is capable of determining attribute weights of qualitative variables. Consequently, it has been a well-known barrier of accurate early cost estimates. Using Genetic Algorithms (GA), this research suggests the method of determining the attribute weight of qualitative variables. Based on building project case studies, the proposed methodology was validated.
The number of capabilities of Internet of Things (IoT) devices will exponentially grow over the next years. These devices may generate a vast amount of time-constrained data. In the context of IoT, data management should act as a layer between the objects and devices generating the data and the applications accessing the data for analysis purposes and services. In addition, most of IoT services will be content-centric rather than host centric to increase the data availability and the efficiency of data delivery. IoT will enable all the communication devices to be interconnected and make the data generated by or associated with devices or objects globally accessible. Also, fog computing keeps data and computation close to end users at the edge of network, and thus provides a new breed of applications and services to end users with low latency, high bandwidth, and geographically distributed. In this paper, we propose Edge-Fog cloud-based Hierarchical Data Delivery ($EFcHD^2$) method that effectively and reliably delivers IoT data to associated with IoT applications with ensuring time sensitivity. The proposed $EFcHD^2$ method stands on basis of fully decentralized hybrid of Edge and Fog compute cloud model, Edge-Fog cloud, and uses information-centric networking and bloom filters. In addition, it stores the replica of IoT data or the pre-processed feature data by edge node in the appropriate locations of Edge-Fog cloud considering the characteristic of IoT data: locality, size, time sensitivity and popularity. Then, the performance of $EFcHD^2$ method is evaluated through an analytical model, and is compared to fog server-based and Content-Centric Networking (CCN)-based data delivery methods.
In cyberspace based on internet, users constitute communities and interact one another. Avatar means not only the other self but also the 'another being' that describes oneself in the cyberspace. If user's avatar shows expressive faces and behaves according to his thinking and emotion, he will have a feel of reality much more in the cyberspace. If avatar's countenances can be animated by just typing characters in avatar-based chat communication, the user is able to express his emotions more effectively. In this study, emotion-expressing vocabulary is analyzed and classified. Emotion-expressing vocabulary is essential to develop self-reactive avatar system in which avatar's countenances are automatically converted according to the words typed by users at chat. The results are as follows; First, emotion-expressing vocabulary selected out of Korean adjectives and intransitive verbs is made up of 209 words and is classified into 25 groups. Second, there are only 2 groups out of the 25 groups for positive expressions and others are for negative expressions. Therefore, negative expressions are more abundant than positive expressions in Korean vocabulary. Third, avatar's countenances are modelled according to the 25 groups by using the Quantification Method 3. The result shows that the emotion-expressing vocabulary has dose relations with avatar's countenances and is useful to communicate users' emotions. However, this study has some limits, in that Korean linguistical structure - the whole meaning of context - cannot be interpreted quantitatively.
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