• 제목/요약/키워드: person-situation interaction model

검색결과 8건 처리시간 0.024초

가정과 교육에서의 창의성 교수를 위한 이론적 고찰 (The Theoretical Inquiry for Teaching Creativity in Home Economics Education)

  • 류상희
    • 한국생활과학회지
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    • 제10권2호
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    • pp.215-224
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    • 2001
  • Creativity is a trait necessarily demanded in highly industrial and information oriented society. Accordingly, we should develop creativity through school education. The purpose of this study is to inquire a conceptual model and teaching method for developing creative problem solving skills in home economics education which can work at a platform for the curriculum developer. Although many definitions of creativity consider cognitive aspect more, personal or affective aspect is heavily involved with creativity. Therefore, creativity is a dynamic system which cooperates many contrasting and dialectic components in personal and cognitive aspects. The function of creativity is dependent on diverse environmental system. Environments influence on the extent of the development of creativity. Thus, the person-situation interaction model devised by Woodman and Schoenfeldt, integration of cognitive, affective, and situational aspects, is suggested as a conceptual model for teaching creativity in home economics education. The practical reasoning teaching model is suggested as a teaching method for developing creative problem solving skills in home economics education. The components of creative problem solving which involved with practical reasoning process are general knowledge and skills, specific knowledge and skills, divergent thinking skills, motivation and motives, and critical thinking skills.

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컨텍스트 기반 1인가구-스마트 디바이스의 인터랙션 연구 (A Study on the Interaction of Single-person Household and Smart Device Based on the Context)

  • 장미;나건
    • 한국HCI학회논문지
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    • 제13권1호
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    • pp.21-28
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    • 2018
  • 1인가구의 급증과 스마트 디바이스 사용의 증가로 1인가구 중심의 컨텍스트 분석과 1인가구 제품에 대한 구체적인 디자인 방향성이 필요한 실정이다. 기존 연구들은 1인가구와 다인가구의 구분없이 스마트 디바이스의 전반적인 컨텍스트에 대한 분석을 진행하였다. 하지만 1인가구는 다인가구에 비해 가족 구성원수와 연령 분포, 주거 공간의 차이가 있기 때문에 스마트 디바이스에 대한 차별화된 행태를 분석해야 한다. 이에 본 연구는 실제 1인가구의 스마트 디바이스 사용 환경을 조사 범위로 한정 짓고, 기존의 포괄적인 컨텍스트의 정의를 사용자의 상황을 중심으로 한정지어 정리하였다. 그리고 구체적이고 실증적인 연구 결과를 위해 사용자 리서치를 통해 나온 Contextual Task를 통하여 Consolidated Flow Model을 구축하였다. 이는 1인가구의 물리적 공간 보장, 효율성, 라이프스타일 반영, 안전성 보장 등의 인터랙션 특징을 나타내고 있다.

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노년여성의 한복 및 양장 착용과 관찰자의 연령이 인상형성에 미치는 영향 (Effect of Korean and Western Attire of Eldery Women and Perceiver's Age on Impression Formation)

  • 이명희
    • 복식
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    • 제43권
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    • pp.187-202
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    • 1999
  • The objectives of this study were to analyze the effect of dress(Korean traditional dress and suit) of elderly Women and situation on impression formation. The experimental design was $10\times{2}\times{2(dress}\times{perceiver's age}\times{situation)}$ factorial design by 3 independent variables. The stimuli of color photographs of female in her 60's model and the semantic differential scale were used. Six variables of impression formation were used: preference: elegance: potency: activity: feminine: and modernity. Samples were 400 women 200 were in their twenties and 200 in their forties and fifties. The data were analyzed by $\alpha$-reliability t-test ANOVA and duncan's multiple range test. The Korean traditional dress with the combination of Korean traditional color(light blue upper dress with dark red purple collar and string.dark blue skit) had the most positive effect on impression of elegance. Pink traditional dress and light blue traditional dress had a negative effect on impression of potency activity and modernity. Red purple suit had a positive effect on potency and modernity. The interaction between dress perceiver's age and stituation was significant for the impression of activity. Women in their 40's and 50's perceived the activity of red purple suit positively in the situation of alumnae meeting more than in the wedding ceremony. The perceived age of the stimulus person was different according to dresses. Traditional dresses was perceived older than suits were. Women in their 40's and 50's evaluated preferences of the dresses positively more than 20's did. This means that 40's and 50's feel similarity with the stimulus person more than 20's as the age of model was in their 60's The result supports the theory that similarity is basic factor in interpersonal attraction.

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조직구성원의 개인-환경적합성과 정보시스템 수용요인이 성과에 미치는 영향에 관한 연구: 사회자본의 매개역할 (A Study on the Impact of Employee's Person-Environment Fit and Information Systems Acceptance Factors on Performance: The Mediating Role of Social Capital)

  • 허명숙;천면중
    • Asia pacific journal of information systems
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    • 제19권2호
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    • pp.1-42
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    • 2009
  • In a knowledge-based society, a firm's intellectual capital represents the wealth of ideas and ability to innovate, which are indispensable elements for the future growth. Therefore, the intellectual capital is evidently recognized as the most valuable asset in the organization. Considered as intangible asset, intellectual capital is the basis based on which firms can foster their sustainable competitive advantage. One of the essential components of the intellectual capital is a social capital, indicating the firm's individual members' ability to build a firm's social networks. As such, social capital is a powerful concept necessary for understanding the emergence, growth, and functioning of network linkages. The more social capital a firm is equipped with, the more successfully it can establish new social networks. By providing a shared context for social interactions, social capital facilitates the creation of new linkages in the organizational setting. This concept of "person-environment fit" has long been prevalent in the management literature. The fit is grounded in the interaction theory of behavior. The interaction perspective has a fairly long theoretical tradition, beginning with proposition that behavior is a function of the person and environment. This view asserts that neither personal characteristics nor the situation alone adequately explains the variance in behavioral and attitudinal variables. Instead, the interaction of personal and situational variables accounts for the greatest variance. Accordingly, the person-environment fit is defined as the degree of congruence or match between personal and situational variables in producing significant selected outcomes. In addition, information systems acceptance factors enable organizations to build large electronic communities with huge knowledge resources. For example, the Intranet helps to build knowledge-based communities, which in turn increases employee communication and collaboration. It is vital since through active communication and collaborative efforts can employees build common basis for shared understandings that evolve into stronger relationships embedded with trust. To this aim, the electronic communication network allows the formation of social network to be more viable to rapid mobilization and assimilation of knowledge assets in the organizations. The purpose of this study is to investigate: (1) the impact of person-environment fit(person-job fit, person-person fit, person-group fit, person-organization fit) on social capital(network ties, trust, norm, shared language); (2) the impact of information systems acceptance factors(availability, perceived usefulness, perceived ease of use) on social capital; (3) the impact of social capital on personal performance(work performance, work satisfaction); and (4) the mediating role of social capital between person-environment fit and personal performance. In general, social capital is defined as the aggregated actual or collective potential resources which lead to the possession of a durable network. The concept of social capital was originally developed by sociologists for their analysis in social context. Recently, it has become an increasingly popular jargon used in the management literature in describing organizational phenomena outside the realm of transaction costs. Since both environmental factors and information systems acceptance factors affect the network of employee's relationships, this study proposes that these two factors have significant influence on the social capital of employees. The person-environment fit basically refers to the alignment between characteristics of people and their environments, thereby resulting in positive outcomes for both individuals and organizations. In addition, the information systems acceptance factors have rather direct influences on the social network of employees. Based on such theoretical framework, namely person-environment fit and social capital theory, we develop our research model and hypotheses. The results of data analysis, based on 458 employee cases are as follow: Firstly, both person-environment fit(person-job fit, person-person fit, person-group fit, person-organization fit) and information systems acceptance factors(availability perceived usefulness, perceived ease of use) significantly influence social capital(network ties, norm, shared language). In addition, person-environment fit is a stronger factor influencing social capital than information systems acceptance factors. Secondly, social capital is a significant factor in both work satisfaction and work performance. Finally, social capital partly plays a mediating role between person-environment fit and personal performance. Our findings suggest that it is vital for firms to understand the importance of environmental factors affecting social capital of employees and accordingly identify the importance of information systems acceptance factors in building formal and informal relationships of employees. Firms also need to reflect their recognition of the importance of social capital's mediating role in boosting personal performance. Some limitations arisen in the course of the research and suggestions for future research directions are also discussed.

모바일 기기 사용자는 왜 정보보호에 위험한 행동을 하는가? : 위험행동 결정요인 모델을 중심으로 (Why Do Mobile Device Users Take a Risky Behavior?: Focusing on Model of the Determinants of Risk Behavior)

  • 김종기;김지윤
    • 한국정보시스템학회지:정보시스템연구
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    • 제28권2호
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    • pp.129-152
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    • 2019
  • Purpose The purpose of this study is to empirically identify the risky behavior of mobile device users using the Internet of Things on a situational perspective. Design/methodology/approach This study made a design of the research model based on model of the determinants of risk behavior. Data were collected through a survey including hypothetical scenario. SmartPLS 2.0 was used for the structural model analysis and t-test was conducted to compare the between normal and situational behavior. Findings The results were as follows. First, the central roles of risk propriety and risk perception were verified empirically. Second, we identified the role of locus of control as a new factor of impact on risky behavior. Third, mobile risk propensity has been shown to increase risk perception. Fouth, it has been shown that risk perception does not directly affect risky behavior and reduce the relationship between mobile risk propensity and risk behavior. According to the empirical analysis result, Determinants of risk behavior for mobile users were identified based on a theoretical framework. And it raised the need to pay attention to the impact of locus of control on risk behavior in the IS security field. It provided direction to the approach to risky behavior of mobile device users. In addition, this study confirmed that there was a possibility of taking risky behavior in the actual decision-making.

사용상황별 제품유형에 따른 온라인 점포 제품디스플레이의 유용성 - 제품 휴대성의 조절효과를 중심으로 - (The Usefulness of Product Display of Online Store by the Product Type of Usage Situation - Focusing on the moderate effect of the product portability -)

  • 이동일;최승훈
    • 한국유통학회지:유통연구
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    • 제16권2호
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    • pp.1-24
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    • 2011
  • 오프라인 구매환경과는 달리 온라인 환경에서는 제품을 직접 눈으로 확인하고 만져 볼 수 없다. 때문에 온라인 쇼핑몰을 구축하고 운영하는 입장에서는 보다 구체적인 제품정보를 제공해야 하며(김광석 2008), Alba (1997)는 제공된 정보의 질은 소비자들이 구매 후 만족을 얼마나 예상할 수 있는 가로 결정된다고 정의한 바 있다. 이에 패션 의류 온라인 쇼핑몰을 중심으로 실제 모델이 제품을 착용한 사진정보(실착사진)를 제공함으로써 실제 제품사용에 따른 결과를 제시하여 제품정보의 유용성을 높이고 있다. 한편 온라인 환경에서 소비자들의 제품에 대한 제한된 지각을 극복하는 또 다른 수단으로써, 가상제품경험은 가장 효과적인 것으로 논의되어 왔다(Jiang & Benbasat 2005). 그러나 가상현실도구의 도입과 지속적 활용에는 일반적인 텍스트/사진 정보와 비교해 높은 비용과 기술적 전문성을 요구한다(Shaffer 2006). 이는 특히 영세 소매상 입장에서 시장에 대한 진입장벽으로 작용하는 한편, 소비자의 정보처리과정에서는 오히려 단순한 형태의 정보에 비하여 더 높은 수준의 인지적 노력을 요구할 수 있다. 따라서 이러한 도구들의 활용하는 것이 소비자들의 정보과부하를 초래해 제품에 대한 핵심정보 취득을 방해하고, 소비자의 지각된 정보유용성에 부정적 영향을 미칠 수 있다. 이에 본 연구에서는 제품유형을 소비자들의 제품 사용상황에 따라 휴대제품과 설치제품으로 구분하고, 이때 정지사진, 실착사진, VR로 대별되는 제품정보의 형태에 따른 소비자들의 지각된 정보의 유용성, 쇼핑몰에 대한 태도와 품질평가, 구매의도, 재방문 의도를 측정하기 위한 실험을 진행했다. 그 결과 소비자 구매의도에 영향을 미치는 종속변수군에 대해 제품유형과 제품정보형태가 상호작용효과를 일으키는 것을 확인할 수 있었다.

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정보기술 전문가와 이용자의 인지이동에 기반한 협력적 문제해결 행위 분석 연구 (Analyzing Collaborative Problem-Solving Behaviors Based Upon Cognitive Motions of IT Personnel and Users)

  • 김성진
    • 정보관리학회지
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    • 제22권1호
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    • pp.209-228
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    • 2005
  • 본 연구는 정보시스템의 효율적인 협력적 상호작용을 가능하게 하는 정보자원의 관리 방안을 마련하기 위한 연구프로젝트의 선행 작업으로 진행되었다. 우선 본 연구는 협력적인 문제해결과정에서 발생되는 도움제공자와 도움수여자 간에 유의한 행위적${\cdot}$인지적 패턴이 존재하는지를 파악하고, 더 나아가 문제해결 상황에 대한 평가와 행위적${\cdot}$인지적 패턴 간에 유의한 관계가 존재하는지를 살펴보았다. 상황을 인지이동이 발생한 특정 시공간의 집합으로 보는 Dervin의 의미형성이론에 근거하였으며, IT관련 문제해결을 위해 정보전문가의 도움을 받았던 36명의 이용자와 이용자에게 도움을 제공한 경험이 있는 22명의 정보전문가를 대상으로 심층적인 인터뷰를 실시하였다. 협력적 문제해결 행위 모형을 제시하였고 정보시스템의 상호작용성을 향상시키기 위해 시스템 설계시 고려할 점을 제안하였다.

UCC(user-created-contents) 웹 사이트에서 사용자의 인성이 감정적, 인지적 평가와 UCC 활용에 미치는 영향 (The Effect of Users' Personality on Emotional and Cognitive Evaluation in UCC Web Site Usage)

  • 문윤지;강소라;김우곤
    • Asia pacific journal of information systems
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    • 제20권3호
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    • pp.167-190
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    • 2010
  • The research conducted here focuses on the effect of factors that affect the behavior of UCC (User Created Content) website users, other than user's rational recognition of how useful a UCC website can be. Most discussions in the existing literature on information systems have focused on users' evaluation how a UCC website can help to attain the users' own goals. However, there are other factors and this research pays attention to an individual's 'personality,' which is stable and biological in nature. Specifically, I have noted here that 'extroversion' and 'neuroticism,' the two common personality factors presented in Eysenck's most representative 'EPQ Model' and 'Big Five Model,' are the two personality factors that affect a site's 'usefulness,' by this I mean how useful does the user consider the website and its content. How useful a site is considered by the user is the other factor that has been regarded as the antecedent factor that influences the adoption of information systems in the existing MIS (Management Information System) research. Secondly, as using or creating a UCC website does not guarantee the user's or the creator's extrinsic motivation, unlike when using the information system within an organization, there is a greater likelihood that the increase in user's activities in relation to a UCC website is motivated by emotional factors rather than rational factors. Thus, I have decided to include the relationship between an individual's personality and what they find pleasurable in the research model. Thirdly, when based on the S-O-R Paradigm of Mehrabian and Russell, the two cognitive factors and emotional factors are finally affected by stimulus, and thus these factors ultimately have an effect on an individual's respondent behavior. Therefore, this research has presented an assumption that the recognition of how useful the site and content is and what emotional pleasure it provides will finally affect the behavior of the UCC website users. Finally, the relationship between the recognition of how useful a site is and how pleasurable it is to useand UCC usage may differ depending on certain situational conditions. In other words, the relationship between the three factors may vary according to how much users are involved in the creation of the website content. Creation thus emerges as the keyword of UCC. I analyzed the above relationships through the moderating variable of the user's involvement in the creation of the site. The research result shows the following: When it comes to the relationship between an individual's personality and what they find pleasurable it is extroverted users who have a greater likelihood to feel pleasure when using a UCC website, as was expected in this research. This in turn leads to a more active usage of the UCC web site because a person who is an extrovert likes to spend time on activities with other people, is sensitive to new experiences and stimuli and thus actively responds to these. An extroverted person accepts new UCC activities as part of his/her social life, rather than getting away from this new UCC environment. This is represented by the term 'Foxonomy' where the users meet a variety of users from all over the world and contact new types of content created by these users. However, neuroticism creates the opposite situation to that created by extroversion. The representative symptoms of neuroticism are instability, stress, and tension. These dispositions are more closely related to stress caused by a new environment rather than this creatingcuriosity or pleasure. Thus, neurotic persons have an uneasy feeling and will eventually avoid the situation where their own or others' daily lives are frequently exposed to the open web environment, this eventually makes them have a negative attitude towards the web environment. When it comes to an individual's personality and how useful site is, the two personality factors of extroversion and neuroticism both have a positive relationship with the recognition of how useful the site and its content is. The positive, curious, and social dispositions of extroverted persons tend to make them consider the future usefulness and possibilities of a new type of information system, or website, based on their positive attitude, which has a significant influence on the recognition of how useful these UCC sites are. Neuroticism also favorably affects how useful a UCC website can be through a different mechanism from that of extroversion. As the neurotic persons tend to feel uneasy and have much doubt about a new type of information system, they actively explore its usefulness in order to relieve their uncomfortable feelings. In other words, neurotic persons seek out how useful a site can be in order to secure their own stable feelings. Meanwhile, extroverted persons explore how useful a site can be because of their positive attitude and curiosity. As a lot of MIS research has revealed that the recognition of how useful a site can be and how pleasurable it can be to use have been proven to have a significant effect on UCC activity. However, the relationship between these factors reveals different aspects based on the user's involvement in creation. This factor of creationgauges the interest of users in the creation of UCC contents. Involvement is a variable that shows the level of an individual's mental effort in creating UCC contents. When a user is highly involved in the creation process and makes an enormous effort to create UCC content (classed a part of a high-involvement group), their own pleasure and recognition of how useful the site is have a significantly higher effect on the future usage of the UCC contents, more significantly than the users who sit back and just retrieve the UCC content created by others. The cognitive and emotional response of those in the low-involvement group is unlikely to last long,even if they recognize the contents of a UCC website is pleasurable and useful to them. However, the high-involvement group tends to participate in the creation and the usage of UCC more favorably, connecting the experience with their own goals. In this respect, this research presents an answer to the question; why so many people are participating in the usage of UCC, the representative form of the Web 2.0 that has drastically involved more and more people in the creation of UCC, even if they cannot gain any monetary or social compensation. Neither information system nor a website can succeed unless it secures a certain level of user base. Moreover, it cannot be further developed when the reasons, or problems, for people's participation are not suitably explored, even if it has a certain user base. Thus, what is significant in this research is that it has studied users' respondent behavior based on an individual's innate personality, emotion, and cognitive interaction, unlike the existing research that has focused on 'compensation' to explain users' participation with the UCC website. There are also limitations in this research. Firstly, I divided an individual's personality into extroversion and neuroticism; however, there are many other personal factors such as neuro-psychiatricism, which also needs to be analyzed for its influence on UCC activities. Secondly, as a UCC website comes in many types such as multimedia, Wikis, and podcasting, these types need to be included as a sub-category of the UCC websites and their relationship with personality, emotion, cognition, and behavior also needs to be analyzed.