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도입주체에 따른 인터넷경로의 도입효과 (The Impact of the Internet Channel Introduction Depending on the Ownership of the Internet Channel)

  • 유원상
    • 마케팅과학연구
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    • 제19권1호
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    • pp.37-46
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    • 2009
  • The Census Bureau of the Department of Commerce announced in May 2008 that U.S. retail e-commerce sales for 2006 reached $ 107 billion, up from $ 87 billion in 2005 - an increase of 22 percent. From 2001 to 2006, retail e-sales increased at an average annual growth rate of 25.4 percent. The explosive growth of E-Commerce has caused profound changes in marketing channel relationships and structures in many industries. Despite the great potential implications for both academicians and practitioners, there still exists a great deal of uncertainty about the impact of the Internet channel introduction on distribution channel management. The purpose of this study is to investigate how the ownership of the new Internet channel affects the existing channel members and consumers. To explore the above research questions, this study conducts well-controlled mathematical experiments to isolate the impact of the Internet channel by comparing before and after the Internet channel entry. The model consists of a monopolist manufacturer selling its product through a channel system including one independent physical store before the entry of an Internet store. The addition of the Internet store to this channel system results in a mixed channel comprised of two different types of channels. The new Internet store can be launched by the independent physical store such as Bestbuy. In this case, the physical retailer coordinates the two types of stores to maximize the joint profits from the two stores. The Internet store also can be introduced by an independent Internet retailer such as Amazon. In this case, a retail level competition occurs between the two types of stores. Although the manufacturer sells only one product, consumers view each product-outlet pair as a unique offering. Thus, the introduction of the Internet channel provides two product offerings for consumers. The channel structures analyzed in this study are illustrated in Fig.1. It is assumed that the manufacturer plays as a Stackelberg leader maximizing its own profits with the foresight of the independent retailer's optimal responses as typically assumed in previous analytical channel studies. As a Stackelberg follower, the independent physical retailer or independent Internet retailer maximizes its own profits, conditional on the manufacturer's wholesale price. The price competition between two the independent retailers is assumed to be a Bertrand Nash game. For simplicity, the marginal cost is set at zero, as typically assumed in this type of study. In order to explore the research questions above, this study develops a game theoretic model that possesses the following three key characteristics. First, the model explicitly captures the fact that an Internet channel and a physical store exist in two independent dimensions (one in physical space and the other in cyber space). This enables this model to demonstrate that the effect of adding an Internet store is different from that of adding another physical store. Second, the model reflects the fact that consumers are heterogeneous in their preferences for using a physical store and for using an Internet channel. Third, the model captures the vertical strategic interactions between an upstream manufacturer and a downstream retailer, making it possible to analyze the channel structure issues discussed in this paper. Although numerous previous models capture this vertical dimension of marketing channels, none simultaneously incorporates the three characteristics reflected in this model. The analysis results are summarized in Table 1. When the new Internet channel is introduced by the existing physical retailer and the retailer coordinates both types of stores to maximize the joint profits from the both stores, retail prices increase due to a combination of the coordination of the retail prices and the wider market coverage. The quantity sold does not significantly increase despite the wider market coverage, because the excessively high retail prices alleviate the market coverage effect to a degree. Interestingly, the coordinated total retail profits are lower than the combined retail profits of two competing independent retailers. This implies that when a physical retailer opens an Internet channel, the retailers could be better off managing the two channels separately rather than coordinating them, unless they have the foresight of the manufacturer's pricing behavior. It is also found that the introduction of an Internet channel affects the power balance of the channel. The retail competition is strong when an independent Internet store joins a channel with an independent physical retailer. This implies that each retailer in this structure has weak channel power. Due to intense retail competition, the manufacturer uses its channel power to increase its wholesale price to extract more profits from the total channel profit. However, the retailers cannot increase retail prices accordingly because of the intense retail level competition, leading to lower channel power. In this case, consumer welfare increases due to the wider market coverage and lower retail prices caused by the retail competition. The model employed for this study is not designed to capture all the characteristics of the Internet channel. The theoretical model in this study can also be applied for any stores that are not geographically constrained such as TV home shopping or catalog sales via mail. The reasons the model in this study is names as "Internet" are as follows: first, the most representative example of the stores that are not geographically constrained is the Internet. Second, catalog sales usually determine the target markets using the pre-specified mailing lists. In this aspect, the model used in this study is closer to the Internet than catalog sales. However, it would be a desirable future research direction to mathematically and theoretically distinguish the core differences among the stores that are not geographically constrained. The model is simplified by a set of assumptions to obtain mathematical traceability. First, this study assumes the price is the only strategic tool for competition. In the real world, however, various marketing variables can be used for competition. Therefore, a more realistic model can be designed if a model incorporates other various marketing variables such as service levels or operation costs. Second, this study assumes the market with one monopoly manufacturer. Therefore, the results from this study should be carefully interpreted considering this limitation. Future research could extend this limitation by introducing manufacturer level competition. Finally, some of the results are drawn from the assumption that the monopoly manufacturer is the Stackelberg leader. Although this is a standard assumption among game theoretic studies of this kind, we could gain deeper understanding and generalize our findings beyond this assumption if the model is analyzed by different game rules.

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비계획구매를 고려한 제조업체와 유통업체의 판매촉진 비용 분담 (Cooperative Sales Promotion in Manufacturer-Retailer Channel under Unplanned Buying Potential)

  • 김현식
    • 한국유통학회지:유통연구
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    • 제17권4호
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    • pp.29-53
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    • 2012
  • 제조업체와 유통업체의 판매촉진 구사가 증가하면서 이들 사이의 바람직한 판매촉진 비용 분담 방식에 대한 관심도 증가하고 있다. 특히 유통업체 점포를 방문하는 소비자의 비계획구매 요소는 유통업체에게 명시적 잉여를 제공하지만 제조업체에게는 그렇지 않다는 점에서 이를 고려한 판매촉진 비용 분담의 방향 제시가 필요한 것이 현실이다. 문제는 유통업체 방문 소비자의 점포내 비계획구매 요소가 있을 때 제조업체가 어떻게 대응해야 하는지에 대해서는 충분한 설명이 이루어지지 못하고 있다는 점이다. 이러한 문제의식에서 본 연구에서는 유통업체 점포내 비계획구매 요소가 있을 때 제조업체가 구체적으로 공동 판매촉진 행동을 어떻게 전개해야 하는지 조명하고 있다. 본 연구의 주요결과는 다음과 같다: (1) 유통업체 점포 방문 소비자의 비계획구매 수준이 증가할수록 채널 전체의 판매촉진 수준은 높아지고, 제조업체의 비용 분담액도 커진다. (2) 유통업체 점포 방문 소비자의 비계획구매 수준이 증가할수록 채널 전체 판매촉진 비용 중에서 제조업체의 판매촉진 비용 분담 비중은 낮아지고, 유통업체의 판매촉진 비용 분담 비중은 높아진다. (3) 제조업체 이익은 유통업체 점포 방문 소비자의 비계획구매 수준인 b의 증가함수이다. (4) 유통업체가 소비자의 비계획구매 대상 제품을 조달하는데 소요되는 비용 수준이 증가할수록 유통업체 점포 방문 소비자의 비계획구매 수준 증가에 따른 채널 전체의 판매촉진 수준 증가 정도, 제조업체의 판매촉진 비용 분담액 증가 정도, 유통업체의 판매촉진 비용 분담 비중 증가 정도, 제조업체 이윤 증가 정도가 낮아진다.

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불량환경하(不良環境下)에서의 제초제(除草劑) 약해(藥害)와 경감기술(輕減技術) (Herbicidal Phytotoxicity under Adverse Environments and Countermeasures)

  • 권용웅;황형식;강병화
    • 한국잡초학회지
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    • 제13권4호
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    • pp.210-233
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    • 1993
  • The herbicide has become indispensable as much as nitrogen fertilizer in Korean agriculture from 1970 onwards. It is estimated that in 1991 more than 40 herbicides were registered for rice crop and treated to an area 1.41 times the rice acreage ; more than 30 herbicides were registered for field crops and treated to 89% of the crop area ; the treatment acreage of 3 non-selective foliar-applied herbicides reached 2,555 thousand hectares. During the last 25 years herbicides have benefited the Korean farmers substantially in labor, cost and time of farming. Any herbicide which causes crop injury in ordinary uses is not allowed to register in most country. Herbicides, however, can cause crop injury more or less when they are misused, abused or used under adverse environments. The herbicide use more than 100% of crop acreage means an increased probability of which herbicides are used wrong or under adverse situation. This is true as evidenced by that about 25% of farmers have experienced the herbicide caused crop injury more than once during last 10 years on authors' nationwide surveys in 1992 and 1993 ; one-half of the injury incidences were with crop yield loss greater than 10%. Crop injury caused by herbicide had not occurred to a serious extent in the 1960s when the herbicides fewer than 5 were used by farmers to the field less than 12% of total acreage. Farmers ascribed about 53% of the herbicidal injury incidences at their fields to their misuses such as overdose, careless or improper application, off-time application or wrong choice of the herbicide, etc. While 47% of the incidences were mainly due to adverse natural conditions. Such misuses can be reduced to a minimum through enhanced education/extension services for right uses and, although undesirable, increased farmers' experiences of phytotoxicity. The most difficult primary problem arises from lack of countermeasures for farmers to cope with various adverse environmental conditions. At present almost all the herbicides have"Do not use!" instructions on label to avoid crop injury under adverse environments. These "Do not use!" situations Include sandy, highly percolating, or infertile soils, cool water gushing paddy, poorly draining paddy, terraced paddy, too wet or dry soils, days of abnormally cool or high air temperature, etc. Meanwhile, the cultivated lands are under poor conditions : the average organic matter content ranges 2.5 to 2.8% in paddy soil and 2.0 to 2.6% in upland soil ; the canon exchange capacity ranges 8 to 12 m.e. ; approximately 43% of paddy and 56% of upland are of sandy to sandy gravel soil ; only 42% of paddy and 16% of upland fields are on flat land. The present situation would mean that about 40 to 50% of soil applied herbicides are used on the field where the label instructs "Do not use!". Yet no positive effort has been made for 25 years long by government or companies to develop countermeasures. It is a really sophisticated social problem. In the 1960s and 1970s a subside program to incoporate hillside red clayish soil into sandy paddy as well as campaign for increased application of compost to the field had been operating. Yet majority of the sandy soils remains sandy and the program and campaign had been stopped. With regard to this sandy soil problem the authors have developed a method of "split application of a herbicide onto sandy soil field". A model case study has been carried out with success and is introduced with key procedure in this paper. Climate is variable in its nature. Among the climatic components sudden fall or rise in temperature is hardly avoidable for a crop plant. Our spring air temperature fluctuates so much ; for example, the daily mean air temperature of Inchon city varied from 6.31 to $16.81^{\circ}C$ on April 20, early seeding time of crops, within${\times}$2Sd range of 30 year records. Seeding early in season means an increased liability to phytotoxicity, and this will be more evident in direct water-seeding of rice. About 20% of farmers depend on the cold underground-water pumped for rice irrigation. If the well is deep over 70m, the fresh water may be about $10^{\circ}C$ cold. The water should be warmed to about $20^{\circ}C$ before irrigation. This is not so practiced well by farmers. In addition to the forementioned adverse conditions there exist many other aspects to be amended. Among them the worst for liquid spray type herbicides is almost total lacking in proper knowledge of nozzle types and concern with even spray by the administrative, rural extension officers, company and farmers. Even not available in the market are the nozzles and sprayers appropriate for herbicides spray. Most people perceive all the pesticide sprayers same and concern much with the speed and easiness of spray, not with correct spray. There exist many points to be improved to minimize herbicidal phytotoxicity in Korea and many ways to achieve the goal. First of all it is suggested that 1) the present evaluation of a new herbicide at standard and double doses in registration trials is to be an evaluation for standard, double and triple doses to exploit the response slope in making decision for approval and recommendation of different dose for different situation on label, 2) the government is to recognize the facts and nature of the present problem to correct the present misperceptions and to develop an appropriate national program for improvement of soil conditions, spray equipment, extention manpower and services, 3) the researchers are to enhance researches on the countermeasures and 4) the herbicide makers/dealers are to correct their misperceptions and policy for sales, to develop database on the detailed use conditions of consumer one by one and to serve the consumers with direct counsel based on the database.

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결핵성 흉수에서 IL-10, IL-12, IFN-$\gamma$, ADA 측정의 의의 (The Significance of IL-10, IL-12, IFN-$\gamma$ and ADA in Tuberculous Pleural Fluid)

  • 전두수;윤상명;박삼석;이효진;김윤성;이민기;박순규
    • Tuberculosis and Respiratory Diseases
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    • 제45권2호
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    • pp.301-310
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    • 1998
  • 연구배경: 결핵성 흉막염은 면학적으로 흉강내에 국소적으로 활성화된 CD4+ T림프구와 대식세포가 관여하는 세포매개면역이 중요한 역할을 하며 이들의 상호작용은 다양한 사이토카인에 의해 좌우된다고 알려져 있다. 특히 helper T cell type 1 (Th1) 사이토카인인 IL-12 및 IFN-$\gamma$와 Th2 사이토카인인 IL-4 및 IL-10간의 균형이 세포매개반응의 정도를 결정한다고 생각되고 있다. 본 연구는 세포매개면역반응의 지표로서 Th1 사이토카인인 IL-12, IFN-$\gamma$와 이들과 길항적으로 작용한다고 알려져있는 Th2 사이토카인 중 IL-10이 결핵성 흉수내에 어떻게 표현되는지를 검사하여 대조군인 악성 흉수와 비교함으로써 결핵성 흉막염의 변역학적 기전을 이해하는데 도움이 되고자 하였으며 아울러 사이토카인의 진단적 유용성을 알아보고자 하였다. 방 법: 각 20명의 결핵성 흉막염과 악성 흉막염 환자를 대상으로 흉수와 혈장에서 IL-10, IL-12, IFN-$\gamma$를 측정하고 흉수에서의 ADA를 측정하여 비교하였다. 사이토카인은 대상환자의 혈액과 흉수를 원심분리하여 얻은 상층액을 ELISA 방법으로 측정하였고 ADA 활성도는 비색법으로 측정하였다. 결 과: 결핵성 흉막염 환자에서 흉수의 IL-10, IL-12, IFN-$\gamma$의 농도는 $121.3{\pm}83.7$ pg/mL, $571.4{\pm}472.7$ pg/mL, $420.4{\pm}285.9$ pg/mL로 혈장의 $21.2{\pm}60.9$ pg/mL, $194.5{\pm}67.6$ pg/mL, $30.1{\pm}18.3$ pg/mL 보다 모두 유의하게 높았다 (p<0.01). 악성 흉막염 환자에서 흉수의 IL-10, IL-12, IFN-$\gamma$의 농도는 $88.4{\pm}40.4$ pg/mL, $306.5{\pm}271.1$ pg/mL, $30.5{\pm}54.8$ pg/mL로 혈장의 $43.4 {\pm}67.2$ pg/mL, $206.8{\pm}160.6$ pg/mL, $14.6{\pm}3.3$ pg/mL와 비교하였을때 IL-10 만이 유의하게 높았고 (p<0.001) IL12, IFN-$\gamma$에선 유의한 차이가 없었다. 결핵성 흉막염과 악성 흉막염 환자의 흉수에서의 농도를 비교하였을 때 IL-12, IFN-$\gamma$, ADA는 결핵성 흉막염에서 유의하게 높았으나 (p=0.046, <0.001, <0.001) IL-10은 유의한 차이가 없었다. 결핵성 흉수염을 악성 흉수염과 감별하는데 있어 IL-12, IFN-$\gamma$, ADA의 기준을 각각 300 pg/mL, 100 pg/mL, 45 U/L으로 하였을때 민감도/특이도는 IL-12에서 60%/70%, IFN-$\gamma$에서 90%/85%, ADA 에서 85%/90%였다. 결 론: 결핵성 흉수에서 흉강내에 Th1 사이토카인인 IL-12, IFN-$\gamma$와 함께 IL-10이 증가되어 있었고 악성흉수와 비교했을때 IL-12, IFN-$\gamma$는 유의하게 증가되어 있었으나 IL-10은 의의가 없었다. 따라서 결핵성 흉막염의 면역기전에 Th1 경로의 세포매개변역반응이 주로 관여함을 확인할 수 있었고 국소적인 IL-10 증가의 임상적 의의는 추후의 연구가 필요할 것으로 생각된다. 또한 IFN-$\gamma$와 ADA는 결핵성 흉수와 악성 흉수와의 감별에 유용한 진단법으로 생각된다.

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제 1, 2회 학생 과학 공동탐구 토론대회의 종합적 평가 (Summative Evaluation of 1993, 1994 Discussion Contest of Scientific Investigation)

  • 김은숙;윤혜경
    • 한국과학교육학회지
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    • 제16권4호
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    • pp.376-388
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    • 1996
  • The first and the second "Discussion Contest of Scientific Investigation" was evaluated in this study. This contest was a part of 'Korean Youth Science Festival' held in 1993 and 1994. The evaluation was based on the data collected from the middle school students of final teams, their teachers, a large number of middle school students and college students who were audience of the final competition. Questionnaires, interviews, reports of final teams, and video tape of final competition were used to collect data. The study focussed on three research questions. The first was about the preparation and the research process of students of final teams. The second was about the format and the proceeding of the Contest. The third was whether participating the Contest was useful experience for the students and the teachers of the final teams. The first area, the preparation and the research process of students, were investigated in three aspects. One was the level of cooperation, participation, support and the role of teachers. The second was the information search and experiment, and the third was the report writing. The students of the final teams from both years, had positive opinion about the cooperation, students' active involvement, and support from family and school. Students considered their teachers to be a guide or a counsellor, showing their level of active participation. On the other hand, the interview of 1993 participants showed that there were times that teachers took strong leading role. Therefore one can conclude that students took active roles most of the time while the room for improvement still exists. To search the information they need during the period of the preparation, student visited various places such as libraries, bookstores, universities, and research institutes. Their search was not limited to reading the books, although the books were primary source of information. Students also learned how to organize the information they found and considered leaning of organizing skill useful and fun. Variety of experiments was an important part of preparation and students had positive opinion about it. Understanding related theory was considered most difficult and important, while designing and building proper equipments was considered difficult but not important. This reflects the students' school experience where the equipments were all set in advance and students were asked to confirm the theories presented in the previous class hours. About the reports recording the research process, students recognize the importance and the necessity of the report but had difficulty in writing it. Their reports showed tendency to list everything they did without clear connection to the problem to be solved. Most of the reports did not record the references and some of them confused report writing with story telling. Therefore most of them need training in writing the reports. It is also desirable to describe the process of student learning when theory or mathematics that are beyond the level of middle school curriculum were used because it is part of their investigation. The second area of evaluation was about the format and the proceeding of the Contest, the problems given to students, and the process of student discussion. The format of the Contests, which consisted of four parts, presentation, refutation, debate and review, received good evaluation from students because it made students think more and gave more difficult time but was meaningful and helped to remember longer time according to students. On the other hand, students said the time given to each part of the contest was too short. The problems given to students were short and open ended to stimulate students' imagination and to offer various possible routes to the solution. This type of problem was very unfamiliar and gave a lot of difficulty to students. Student had positive opinion about the research process they experienced but did not recognize the fact that such a process was possible because of the oneness of the task. The level of the problems was rated as too difficult by teachers and college students but as appropriate by the middle school students in audience and participating students. This suggests that it is possible for student to convert the problems to be challengeable and intellectually satisfactory appropriate for their level of understanding even when the problems were difficult for middle school students. During the process of student discussion, a few problems were observed. Some problems were related to the technics of the discussion, such as inappropriate behavior for the role he/she was taking, mismatching answers to the questions. Some problems were related to thinking. For example, students thinking was off balanced toward deductive reasoning, and reasoning based on experimental data was weak. The last area of evaluation was the effect of the Contest. It was measured through the change of the attitude toward science and science classes, and willingness to attend the next Contest. According to the result of the questionnaire, no meaningful change in attitude was observed. However, through the interview several students were observed to have significant positive change in attitude while no student with negative change was observed. Most of the students participated in Contest said they would participate again or recommend their friend to participate. Most of the teachers agreed that the Contest should continue and they would recommend their colleagues or students to participate. As described above, the "Discussion Contest of Scientific Investigation", which was developed and tried as a new science contest, had positive response from participating students and teachers, and the audience. Two among the list of results especially demonstrated that the goal of the Contest, "active and cooperative science learning experience", was reached. One is the fact that students recognized the experience of cooperation, discussion, information search, variety of experiments to be fun and valuable. The other is the fact that the students recognized the format of the contest consisting of presentation, refutation, discussion and review, required more thinking and was challenging, but was more meaningful. Despite a few problems such as, unfamiliarity with the technics of discussion, weakness in inductive and/or experiment based reasoning, and difficulty in report writing, The Contest demonstrated the possibility of new science learning environment and science contest by offering the chance to challenge open tasks by utilizing student science knowledge and ability to inquire and to discuss rationally and critically with other students.

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개인정보보호 분야의 연구자 네트워크와 성과 평가 프레임워크: 소셜 네트워크 분석을 중심으로 (The Framework of Research Network and Performance Evaluation on Personal Information Security: Social Network Analysis Perspective)

  • 김민수;최재원;김현진
    • 지능정보연구
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    • 제20권1호
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    • pp.177-193
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    • 2014
  • 개인정보 분야에서의 다양한 정보 보안 이슈가 발생함에 따라 해당 분야의 전문가를 확인하기 위한 프레임워크는 매우 중요한 영역이 되었다. 전문가 탐색과정은 주로 연구 업적 등을 통한 주관적인 평가가 일반적이지만 보다 객관적인 방식을 통한 선정이 매우 중요하다. 소셜 네트워크 분석기법의 응용이 다양한 영역에서 활용됨에 따라 본 연구는 개인정보보호분야의 전문가를 확인하고 해당 전문가들의 연구실적을 판단하기 위한 분석 프레임워크를 제시하고자 하였다. 본 연구는 연구 목적에 따라 개인정보보호 연구영역의 연구성과 자료를 바탕으로 소셜 네트워크 분석을 실시하고 핵심연구자의 성과를 분석하였다. 수집된 데이터는 연구의 공저자, 발행기관, 소속기관 등의 네트워크 구성에 활용되어 핵심전문가 집단을 관리하기 위한 프레임워크를 제시하였다. 본 연구는 NDSL에서 최근 5년 동안 발표된 논문들을 중심으로 자료를 수집하였다. 연구자들이 학술 정보를 교환하는 정기 간행물인 학술지를 바탕으로 연구 네트워크를 형성하는 네트워크 자료를 수집함으로써 연구활동에 대한 정보를 분석할 수 있었다. 일반적으로 연구자들은 연구 결과를 논문으로 발표하고, 발표된 논문들이 다수의 관련 분야 전문가들에게 공유된다는 점에서 학술연구지는 연구자들의 지식관련 의사소통 공간이며 지식의 구조화에 핵심적인 역할을 수행한다. 그에 따라 본 연구의 연구 대상 분야로 설정한 개인정보보호 분야의 연구 구조를 이해하기 위해 국내에서 발표된 관련 분야의 논문들을 연구 대상으로 자료가 수집되었다. 특히 자료의 선별 기준은 국내 최대의 데이터베이스를 보유하고 있는 NDSL에서 개인정보보호 관련 키워드를 보유한 논문 데이터를 수집 및 정제하여 분석 자료로 사용하였다. 2005년부터 2013년까지 약 2,000개의 연구결과 중 주제 관련성, 공저자 추출 등을 수집하였다. 데이터 수집 이후 연구 분석을 위한 데이터 처리를 통하여 통해 총 784개의 논문을 선정하고 분석대상으로 확정하였다. 분석 결과, 개인정보보호 연구영역의 전문가 집단을 이용한 연구논문 성과에 대한 분석은 핵심 연구자들을 추출해내고 전문가 집단을 관리하는 데 도움을 제공할 수 있다. 특히 소속집단 및 연구논문 발행기관을 분석함으로써 개인정보보호 연구영역에서 확인되지 않았던 연구자들의 연구 논문 게재의 공저자 네트워크가 매우 밀접함을 확인할 수 있다. 또한 연구논문의 발행기관 및 소속집단의 특성을 추출함으로써 개인정보보호 영역의 전문가 평가지표로서 소셜 네트워크 지표들의 활용가능성을 확인하였다.

칠곡 심원정원림의 공간구성과 경관특성 - '심원정 25영(心遠亭 二十五詠)'과 「심원정수석기(心遠亭水石記)」를 중심으로 - (Spatial Composition and Landscape Characteristics of Shimwon-Pavilion Garden in Chilgok - Focusing on 'Shimwon-pavilion Poem of 25 Sceneries' and 「Shimwon-pavilion Soosukgi(心遠亭水石記)」 -)

  • 김화옥;박율진;노재현;신상섭;조호현
    • 한국전통조경학회지
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    • 제34권2호
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    • pp.27-34
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    • 2016
  • "기헌(寄軒)집"에 실린 "심원정수석기(心遠亭水石記)"의 '심원정 25영'을 바탕으로, 일제강점기인 1937년에 기헌 조병선에 의해 조성되고 향유된 칠곡 심원정원림의 공간구성과 경관특성을 고찰한 본 연구의 결과는 다음과 같다. 1. 심원정원림은 북쪽으로는 송림이 있는 '임수형(林藪型)'이자 원림 내부로 구야천이 흐르는 '계류형 별서원림'의 입지 특성을 공유하며 본제(本第)와는 직선거리로 약 400m 이격되어 있다. 2. 북쪽에는 가산(假山)인 학림산을, 동쪽과 서쪽에는 만경류를 올린 취병(翠屛)을, 남쪽으로는 구야천변의 석벽(隱屛)을 포치시키는 등 사방에 '가림'시설을 조성함으로써 위요공간 속에 은일을 추구한 기헌의 정신을 표출하고 있다. 3. 심성을 수양하는 선비의 소우주이자 거처로 조성되고 향유된 심원정원림은 송림사의 경역 내에 위치함으로써 불교사상을 수용하며, 도연명의 전원사상과 시선(詩仙)이라 불리는 이백의 낭만주적 감성을 통한 도가적 삶의 추구 그리고 주자의 성리학적 가치를 실현하는 통섭(統攝)의 장으로서의 면모를 엿볼 수 있다. 4. 심원정 25영 중 5영은 정운루 암수실 위류재 이열당 등의 용도가 다른 부속실과 이를 아우르는 정각인 '장수지소(藏修之所)' 심원정에 의탁되었으며 외원에 부여된 20영은 자연에 이름을 붙인 것 9개, 조성한 것 11개로 나뉘며, 자연에서 얻은 9영은 "석경기"에 기술된 바를 바위에 각인시켰다. 5. 현존하는 실내경물 4영은 편액으로, 원림내 경물 중 5개소는 바위글씨로 그리고 8개소는 표지석으로 각 경물이 인식되도록 의도했으나, 8개 영의 표식은 유실 및 훼철 등으로 확인되지 않는다. 6. 심원정 25영 중 '괴강(槐岡)'에는 학자수를 상징하는 회화나무, '유제(柳堤)'에는 도연명과 줄기찬 생명력을 상징하는 버드나무, '기천(杞泉)'에는 '가족의 단란함'을 상징하는 구기자나무 그리고 '동 서취병(東 西翠屛)'과 '방원(芳園)'에는 만경류와 초본류 등 다채로운 의미를 담는 식물경관이 등장한다. 또한 폭포(은폭(隱瀑)), 소(군자소(君子沼)), 못(양지(湯池)), 샘(기천(杞泉)), 바위를 가운데 두고 갈라 흐르는 물(반타석(盤陀石)) 그리고 바위 사이로 흐르는 물(수구암(水口巖)) 등 다채로운 수경관이 기도되었다. 7. 심원정원림은 수계 인접형 원림임에도 불구하고 11개 영을 직접 조성하는 등의 적극적인 개입이 두드러진다. 기존의 여타 정자원림이 가깝고 먼 곳에 자연 중심의 경(景)과 곡(曲)의 경물 설정에 충실한 곳이었다면, 심원정원림은 정자를 시점으로 의미 강화된 경물을 취경(聚景)하도록 유도된 적극적인 수경(修景)이 두드러진다.

고구려 거문고 연구 재검토 (A Re-examination the study on the Gogureoy Geomungo)

  • 최헌
    • 공연문화연구
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    • 제32호
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    • pp.701-738
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    • 2016
  • 거문고는 고구려에서 기원한 악기로 고구려 멸망 이후에도 선비등 지식층의 애호 악기가 되어 '백악지장(百樂之丈)'의 지위를 차지하게 되었다. 따라서 거문고의 우리 음악문화에서의 위치는 매우 중요하다 하겠는데, 이 악기의 기원이 외래의 와공후(臥??)라는 것을 넘어 고구려의 거문고 자체가 부정되고 와공후(臥??)만을 인정하려는 시도가 있었고 이에 대한 한국 학자들의 반대 의견이 제시되었다. 이와 관련하여 고구려의 거문과와 관련된 연구는 여러 학자들의 주요 관심사가 되었는데, 그 연구 주제는 주로 왕산악(王山岳)의 거문고 제작설을 인정하고, 고구려 고분벽화에 나타나는 거문고류 현악기의 정체를 밝히는 것에 집중되어 있었다. 결국 초기에 부정되던 거문고 와공후(臥??) 기원설은 임겸삼의 주장대로 고구려 거문고가 모두 부정되는 것이 아니고, 왕산악이 진(晉)의 와공후(臥??)를 개조하여 거문고를 만들었다는 와공후(臥??) 기원설을 인정하고 그 시기가 언제인가에 연구의 초점을 둔 연구들이 나타나기 시작했다. 이에 따라 고구려 고분벽화에 나타나는 여럿의 거문고류 현악기에 대한 연구가 발표되었는데, 그 내용은 조금씩 달랐다. 이들을 비교하고 고구려 고분벽화의 거문고류 악기를 다시 검토해본 결과 8개의 고구려 고분에 나타나는 10개의 고구려 거문고류 현악기는 단순히 금(琴), 쟁(箏), 축,(筑) 와공후(臥??), 거문고로 단정 짓기 쉽지 않았다. 조금씩 그 형태와 연주자세, 괘와 술대의 유무, 줄의 수 등의 차이가 있는 것은 고분벽화의 정밀 묘사의 부정확성을 떠나서, 악기의 본질적인 차이를 나타내는 것으로 보이고 또 그 내용이 다양하게 나타나므로, 그 명칭을 금(琴), 쟁(箏), 축(筑), 와공후(臥??), 거문고라기 보다는 금(琴)류, 쟁(箏)류, 축(筑)류, 와공후(臥??)류, 거문고류라 해야할 것으로 보았다. 이는 이들 악기와 고구려 고분벽화의 거문고류 악기가 완전히 일치하지 않는다는 점에서 연유된 생각인데, 이는 고구려에서 거문고가 정착되기 전에는 다양한 거문고류 현악기가 연주되었음을 의미한다고 보아야 할 것이다. 또 "삼국사기"의 왕산악(王山岳) 거문고 제적설에 너무 경도되어 있는 것도 문제로 보았는데, 그것은 고조선의 공무도하가(公無渡河歌), 즉 공후인(??引)에 등장하는 공후(??), 즉 와공후(臥??)를 고려한다면 "삼국사기"의 왕산악(王山岳) 거문고 제작설은 믿기 어려우며, 고구려보다 더 이전 시기부터 거문고류의 현악기를 연주해왔다고 보아야 할 것이다. 공무도하가와 비슷한 시기라 할 수 있는 기원전 3-4세기의 악기로 신강(新疆)지역에서 공후(??)가 발굴되었는데, 이 시기에는 이 지역이 중국에 속한 곳이 아니었다. 중국에서는 중국의 공후(??)는 외래 악기가 분명하고, 중국에 전래된 이후 금(琴), 슬(瑟), 쟁(箏) 등 악기의 영향으로 와공후(臥??)가 만들어진 것으로 보고 있으며, 그 시기는 위진(魏晉)시대의 고분에 괘가 있는 와공후(臥??)류 악기의 그림과 토용이 보이는 것으로 보아 빨라도 한대(漢代) 이후에 만들어진 것으로 추정된다. 즉, 중국에서는 아직 공후(??)가 전래되기 전에 이미 고조선에는 공후(??)가 있었다고 볼 수 있고, 그 전래 과정은 중국을 거치지 않았을 가능성도 배재할 수 없다. 또 와공후(臥??)가 외래의 세워 연주하는 하프류의 공후(??)를 뉘여 연주하는 악기로 개조한 중국의 악기로 주장하는 것도 부정할 수 있는 근거가 될 수 있다. 즉 중국에 와공후(臥??)가 생기기 이전 또는 그와 비슷한 시기에 이미 고조선에 와공후(臥??)가 있었다고 볼 수 있기 때문이다. 그렇다면 거문고의 기원이 된다는 와공후(臥??)의 발생지(發生地)는 혹시 고조선(古朝鮮)은 아닐까 조심스럽게 생각해볼 수 있겠다. 설혹 한(漢) 무제(武帝) 때 공후(??)(와공후(臥??))가 만들어 졌다는 설이 사실이고 이에 따라 뉘여타는 공후(??), 와공후(臥??)가 한대(漢代)에 만들어졌다는 것을 인정하더라도, "삼국사기"의 왕산악(王山岳) 거문고 제작이 진(晉)에서 전래된 와공후(臥??)를 개조한 것이라는 주장은 설득력이 없다. 고조선(古朝鮮)에 이미 와공후(臥??)로 추정되는 공후(??)가 있었으므로 고구려 사람들이 진(晉)에서 전래된 칠현금(七絃琴)(와공후(臥??)?)을 몰랐을리 없기 때문이다. 또 이 칠현금(七絃琴)이 중국 전통의 琴이라도 역시 마찬가지이다. 고조선과 고구려는 한(漢)의 문화와 교류가 많아서 한(漢)의 고취(鼓吹)가 고구려 고분 벽화에 나타나고 있으므로, 한(漢)의 금(琴) 역시 이미 수입되었을 것으로 추정할 수 있기 때문이다. 진(晉)에서 전래된 칠현금(七絃琴)이 금(琴)이더라도 고구려 사람들이 그 연주법을 몰랐다는 것은 이해하기 어렵다. 이와 관련하여 생각해보면 거문고를 굳이 진(晉)에서 전래된 칠현금(七絃琴)을 개조하여 만들었다는 것을 신뢰하기 어렵다. 앞에서 살핀 여러가지 상황으로 보아 고구려의 거문고는 금(琴)이든 와공후(臥??)든 중국에서 전래된 악기를 개조해서 만들었다기 보다는 고조선에서부터 내려오던 거문고류 현악기를 개량하여 만들었다고 이해하는 것이 타당할 것 같다. 다만 금(琴)이든 중국에서 만들어진 공후(??)든 혹은 쟁(箏) 슬(瑟) 축(筑) 등의 악기가 고구려에 전래되었다면 이들이 거문고 창제에 참조되었다고 이해하는 것이 좋을것 같다. 그러나 거문고 창제의 원형을 굳이 외래 악기에서 찾을 필요는 없을 것이다. 고구려 전래의 거문고류 현악기가 있었고 이를 토대로 외래의 현악기를 참조하여 거문고를 창제한 것으로 추정해 볼 수 있다는 것이다. 이와 관련하여서는 좀 더 많은 자료를 찾아 연구해야 확실하게 밝힐 수 있는 문제라 하겠으나, 적어도 "삼국사기"의 왕산악(王山岳) 거문고 제작설은 액면 그대로 받아들이기 보다는 새로운 관점에서의 고구려 거문고를 보는 시각을 갖춰야 할 것이다.

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.

Persicaria Japonica (MISSNER) Gross et Nakai의 이형화와 수정력에 관한 연구 (STUDIES ON THE DIMORPHISM AND FERTILITY OF PERSICARIA JAPONICA (MEISSNER) GROSS ET NAKAI)

  • HARN, Chang Yawl
    • Journal of Plant Biology
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    • 제3권1호
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    • pp.1-15
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    • 1960
  • P. japonica가 분류학에서 말하는거와 같이 리웅이주가 않이고 이형호장물이라는 것을 훌견하고 수년간 이 식물의 장주화개체, 단주화개체간의 화기의 형태, 수정력, 화분관의 행동 및 L, S주의 화분의 임, 불임등을 조사해 보았드니 이 식물은 이형수장물중에서도 L, S주간의 분화가 가장 심하게 되어 있어 일부기관이나 기능은 웅웅이주와 같이 변해버린 특수한 이형수장물이라는 것이 명백히 되었고 이 장물은 장물조포체세대의 성의 분화가 생기는데 이형현상을 거쳐서 되는 경우도 있지 않나 하는 것을 가정케하는 한 증거가 될수 있다고 생각된다. 또한 여뀌과의 다른 이형예장물인 F. esculentum이나 P. senticosa와 비교해 보면 이 장물이 가장 L, S 주간의 분화가 심하고 F. esculentum은 중간, P. senticosa는 가장 미분화상태에 있어 삼종외 여뀌과 이형예장물간에 그 분화의 정도에 gradation이 생겨 있다. 이제 실험결과릎 요약하면 다음과 같다. 1) P. japonica는 화주장, 화사장, 등의 제일차의 형태적 차이뿐만 않이라 제이차적 형이도 대단히 심한 Dimorphism을 나타내고 있다. 2) L, S주의 화기의 차이는 동과의 타이형예작물에 비해 극경호 분화되어 있다. 3) L, S주의 웅예를 보면 S주는 대단히 발달되어 있는 반면에 L주의 웅예는 애예된것 같은 느낌을 주고 있다. 4) 적법수분에 의하면 L, S주가 다 결실이 잘 되지만 불적법수분에서는 수정결실이 전혀 안된다. 수정생리상으로도 뚜렷한 이형예작물이다. 5) 자가가임의 성질 또는 동형화간의 수정력은 완전히 상실하고 있다. 여뀌과의 타이형예작물과는 이 점에 차이가 심하다. 6) 자연상태하에 있어서는 S주는 결실이 거이 안되어 마치 \ulcorner주와와 같은 외관을 나태내고 있다. 7) 인공수분에서는 $L{\times}S$$S{\times}L$ 주 수정결실이 다 되어 S주의 행동은 자연상태하에서 와는 대단히 상이하다. 8) L주에 비해 S주는 수정후 용과가 더 심하다. 9) 화분관의 행동은 수정력과 완전히 일치된다. 즉 L-selfing, $L{\times}L$, S-selfing, $S{\times}S$등의 부적법 수분에서는 화분관은 화주의 미중에서 정지되지만 $L{\times}S$, $S{\times}L$,에서는 수분 약 40-50분 후이면 화분관은 자방까지 도달된다. 10) S주는 웅본으로 오인되어 있지만 인위적법수분을 하면 수정력이나 화분관의 행동은 L주에서와 동일하다. 11) S화분은 완전하지만 L화분은 약 70%가 내용공허한 Adortive pollen 이다. 12) L화분중 나머지 30%도 S화분에 비해서 염색도가 낮은것이 많고 S화분 같이 농염되는 것은 극히 소수이다. 13) 본장물은 분화가 고도로 진행된 전형적인 이형예작물이여 마치 Dimorphism 에서 Dioecious 에로 이행되는 수가 있다는 것을 표시하는 증거가 되는 것 같다.

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