• 제목/요약/키워드: theory of evidence

검색결과 583건 처리시간 0.027초

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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지역사회간호학 관련 논문 연구동향 분석 -학회지 발표 논문을 중심으로- (A Trend of Research in Community Health Nursing)

  • 이인숙;김윤아;최경원;진영란
    • 지역사회간호학회지
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    • 제12권1호
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    • pp.288-298
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    • 2001
  • This article makes an attempt to evaluate the extent of developing community health nursing knowledge and to suggest the direction of developing a body of knowledge henceforth through the results of analysis for contents and outcomes of all literatures. which have been published in the Journal related to community health nursing. Refer to the following for the result of this article. 1. The total number of literatures analyzed amounted to 100 pieces in Journal of community health nursing society. 78 in Journal of industrial nursing society, 134 in Journal of school health society. 40 in Journal of home care nursing society. 2. Journal of community health nursing society Health needs and educational-behavioral diagnoses, which are more concrete nursing assessments and diagnoses. formed the main current(54%) of articles published in Journal of community health nursing society since 1992. There was a quantitative growth as well as a qualitative advance. Through a classification by the type of a body of knowledge. It was found that the knowledge providing nursing practice with bases, commanded an overwhelming majority(71.8%). Also, Researches on systemic supports for nursing practice are showing a tendency to increase. 3. Journal of industrial nursing society 52.6% of research papers presented in Journal of industrial nursing society dealt with health problem of workers. assessment of risk factors, diagnosis of health behaviors. Because of the beginning of an industrial nursing, the domain of nursing management to establish the role and task, work condition, training. documentary system made up 23 percent of research, subjects. A knowledge providing nursing practice with bases have a majority, 69.2%. In addition. the subject concerning a systemic support and quality assurance was scarce but continuously presented. 4. Journal of school health society The major point of this journal is the identification of health problems and risk factors which belong to assessment and diagnosis domain(56.8%) regardless of year, Because of the interdisciplinary characteristic. The knowledge on quality assurance of nursing practice is relatively rare. But, articles related to a systemic support is plentiful. 5. Journal of home care nursing society In its infancy, there was a large number of papers concerning need assessment and diagnosis, Comparing others, this journal has introduced a good many of articles related to program management. delivery system. service fee, etc that belong to domain of systemic support for nursing practice. 6. It is showing definitely that quantity and extent of research have grown for a short period. See the analysis in terms of nursing process, studies related to the domain of assessment and diagnosis command an absolute majority regardless of kinds of journal. Although articles referring to program management and implementation is increasing in number, it is scarce to evaluate a nursing program and grope for an improvement. Also, program development based on a theoretical framework is little. Therefore much more scientific effort to ensure profession should be executed. 7. In the methodological aspect, longitudinal study needs to be carried out so that we could show the evidence based nursing theory. To develop a more general theory, we have to conduct a study of various subjects and improve a validity of tools through a repeat test. In addition, the effort for interdisciplinary cooperation is needed.

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니키 드 생 팔의 트라우마를 통해 살펴본 아상블라주와 사격회화의 양면적 특성 (A Study on the Ambivalent Characteristic Displayed in Niki de Saint Phalle's Assemblages and Shooting Paintings by Looking Into Her Trauma)

  • 유가은
    • 미술이론과 현장
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    • 제6호
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    • pp.77-99
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    • 2008
  • The purpose of this study is to show that the reason behind the ambivalent characteristic displayed in Niki de Saint Phalle's works is in her trauma and how such characteristic can be extracted from her works. During her creative years, Saint Phalle worked on various materials from different genres such as assemblages, shooting paintings, a series on Bride and Monster, 'Nana', 'Tarot Garden'and public sculptures. One commonality found among her various works is the ambivalent characteristic that contains contrasting elements simultaneously. Saint Phalle suffered a terrible psychological damage inflicted by her parents during her childhood. Specifically, she was sexually assaulted by her father and emotionally neglected by her mother, the trauma that affected her for the rest of her life. As a result, she came to develop extreme love- hate relationships with her parents and this became the main reason for the ambivalent characteristic displayed in her works. The love-hate relationship Saint Phalle developed can be identified through various researches done on the subject of the affect of sexual assault. It is common for incest victims to develop ambivalent feelings towards the perpetrator and Saint Phalle was no exception. Dissociation disorder and a snake well explain the trauma from her father. It is a generally accepted belief in the field of psychology that dissociation disorder commonly occurs to children who experience incest. And dissociation disorder is similar to the characteristic of ambivalence in the sense that a single entity contains more than two contrasting elements at the same time. In addition, the amputated doll objects used in her assemblages coincide with the expression of body detachment of people with dissociation disorder. These facts clearly indicate that the trauma from her father is showing through in her works. A snake is a subject matter that reflects the ambivalent tendency of Saint Phalle that resulted from her trauma. She remembers her father's rape as an image of a snake which is related to a phallic symbol in mythology or art reflecting her trauma. Moreover, she displays a similar pattern of ambivalent emotion like love and hate or fear towards a snake and her father. This is also confirmed by her portrayal of a snake as a monster or reversely as a creature with fundamental vitality in her works. The lack of affection from her mother can be explained by her mother's maternal deprivation. It appears that Saint Phalle's mother possessed all the causes for maternal deprivation such as maternal separation, personality disorder and inappropriate attitude towards child rearing. Especially, a study that shows mother's negative attitude towards child breeding tends to increase dissociation experience of children is another important evidence that supports Saint Phalle's dissociation tendency. These traces of Saint Phalle's trauma are clearly revealed in her assemblages and shooting paintings. The violent objects in her assemblages such as a hammer, razor, nail represent the rage and defensiveness towards her father. The objects such as fragments of broken plates of feminine patterns, pots and mirrors that her mother used symbolize the affection towards her mother. On the other hand, the destructed objects can be interpreted as her hate and resentment towards her mother. Shooting paintings contain her extreme fury and hate. Things such as acts of shooting and the image associated with blood after shooting are blunt expressions of her bursts of emotions. I have tried to define and classify the ambivalent characteristics shown in her assemblages and shooting paintings as hate, rage, violence, calm, love and pleasure according to the frame of Thanatos and Eros. Out of the six, hate, rage, violence and clam are associated with Thanatos while love and pleasure are associated with Eros and they correspondingly form an ambivalent structure. These ambivalent characteristics can be found in her assemblages and shooting paintings. The objects in her assemblages such as a razor, saw, hammer imply hate, rage, violence and the silence felt throughout her works represent calmness. And, as mentioned, the feminine objects can be seen as symbolizing love. In shooting paintings, hate, rage, violence can be found in the use of force and in the traces of watercolor after shooting, and a sense of pleasure in her feelings of catharsis after her shooting. Moreover, a shielded calmness can be found on the plywood all covered with plaster before the shooting. This study looked into the ambivalent characteristic of Saint Phalle's works by examining her trauma to find its correlation, and a meaning of this study can be found from the fact that it refocused the origin of Saint Phalle who is generally known as a feminist artist. Additionally, a meaning of the study can be found also from the fact that it examined the ambivalent characteristics of her works through a frame of Thanatos and Eros.

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벤처기업의 R&D협력에서 사회적 자본과 기업가적 지향성이 협력성과에 미치는 영향 (The Value of Entrepreneurial Orientation and Social Capital for Enhancing Collective Performance in R&D Collaborations of Korean Ventures)

  • 서리빈
    • 기술혁신학회지
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    • 제20권1호
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    • pp.1-33
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    • 2017
  • 본 연구는 기술집약적 중소기업인 벤처기업이 외부주체와 수행하는 R&D협력에서 협력성과 강화요인을 규명하기 위해 수행되었다. 이를 위해 벤처기업의 기업가적 지향성과 협력주체 간 사회적 자본의 역할을 고찰하고, 각 요인이 협력성과에 미치는 영향을 실증적으로 분석하였다. 협력성과는 R&D협력을 통해 개발된 기술이 기업의 경쟁우위에 기여하는 정도를 의미하는 기술경쟁력과, 해당 기술을 상업적으로 활용하여 달성한 기업성과로 구분하였다. 설문조사를 통해 R&D협력을 수행한 벤처기업을 대상으로 설문조사를 하여 총 218개 표본기업의 응답데이터를 분석하였다. 그 결과, R&D협력에서 벤처기업의 기업가적 지향성과 협력주체 간 사회적 자본은 협력성과 창출에 긍정적인 영향을 미치는 것으로 나타났다. 또한 사회적 자본은 기업가적 지향성의 형성에 기여하며, 기업가적 지향성은 사회적 자본과 협력성과의 영향관계에서 완전매개의 역할을 담당하는 것으로 나타났다. 이상의 분석을 통해 [사회적 자본-기업가적 지향성-협력성과]의 R&D협력성과 창출구조가 작동한다는 사실을 확인하였다. 본 결과가 내포한 학문적 및 실무적 의의는 결론에서 상세히 기술하였다.

사람 적혈구막의 $(Na^++K^+)-ATPase/Na^+,\;K^+\;Pump$의 Target Size (Target Size of $(Na^++K^+)$-ATPase and $Na^+,\;K^+)$Pump of Human Erythrocytes)

  • 하종식
    • The Korean Journal of Physiology
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    • 제19권1호
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    • pp.15-23
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    • 1985
  • $(Na^++K^+)-ATPase$${\alpha}$${\beta}$의 두 subunits로 구성되어 있으며, 분자량이 약 300,000 daltons 정도되는 것으로 보아 ${\alpha}_2{\beta}_2$의 형태로 존재할 것으로 알려져 왔다 한편, 사람 적혈구막에 있는 $Na^+,\;K^+\;Pump$는 glycolytic enzymes과 complex를 이루고 있으리라는 보고도 있다. 우리는 이 실험에서 in situ상태의 사람 적혈구막$(Na^++K^+)-ATPase$의 분자량을 측정하기 위하여, 소위 말하는 ‘Target theory’를 radiation에 의한 ouabain sensitive한 $\Na^+$이동과, intact한 cells과 ghosts에서의 ATP가수분해능력의 inactivation data에 적용하였다. Intact한 cells은 cryoprotective agent의 존재하에서, ghosts는 직접적으로 액화질소의 용기속에 담고 온도를 $-45^{\circ}C$에서 $-50^{\circ}C$로 유지시키면서 1.5 MeV의 electron beam으로 조사한 후에 Pump의 기능내지 효소의 활성도를 측정하여 radiation에 따르는 inactivation의 정도를 측정하였다. 이득 활성도는 radiation의 양에 따라 simple exponential function으로 inactivation되었으며, 이로부터 radiation sensitive volume(target size)를 계산하였다. Target size는 intact한 cells을 사용하였을 경 우$(Na^++K^+)-ATPase$$Na^+,\;K^+\;Pump$ 모두 600,000 daltons으로 계산되었으며, 이 값은 만약 cells을 strophanthidin으로 먼저 처치하고 측정하면 약 325,000 daltons으로 감소하였다. Ghosts를 사용했을 경우에도$(Na^++K^+)-ATPase$의 target size는 역시 약 325,000 daltons이었다. 이상의 결과로 미루어 보아 intact한 cells에서는 $(Na^++K^+)-ATPase/Na^+,\;K^+\;Pump$$(\alpha\beta)_2$의 dimer 상태로 존재하거나 혹은 $(\alpha\beta)_2$의 monomer에 glycolytic enzymes과 같은 다른 enzymes이 붙어 functional한 구조를 이루고 있는 것이 아닌가 사료된다. 또한 실헐성적은 이러한 dimeric association 혹은 heterocomplex association은 ghost를 만드는 과정에서나 strophanthidin의 처치로 부서질 수 있음을 암시하고 있다.

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소셜 네트워크 서비스(SNS)의 지속이용의도에 관한 연구: IS 지속이용모델과 고객 가치-만족-충성도 모델의 통합적 접근 (An Empirical Study of Social Network Service (SNS) Continuance: Incorporating the Customer Value-Satisfaction-Loyalty Model into the IS Continuance Model)

  • 최수정
    • Asia pacific journal of information systems
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    • 제23권4호
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    • pp.1-28
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    • 2013
  • Given that smartphone-based social network services (SNS), such as KakaoStory is now being widely used as a way for people to connect and communicate with each other, this study examines key factors leading to the continued use of SNS. People have been using PC-based SNS, such as Cyworld, for years are now using smartphone-based SNS, such as KakaoStory. KakaoStory developed by KakaoTalk has rapidly grown up as the largest smartphone-based SNS in Korea as smartphone penetration increases. It is more difficult for firms to maintain their current users over time in that alternative SNSs satisfying people's new needs are constantly emerging and evolving. In this sense, one of the most challenging issues for SNS firms is how to retain their current users in the long run. However, there are few empirical studies on this issue. Applying the IS continuance model proposed by Bhattacherjee [2001], this study explores key determinants of users' smartphone-based SNS continuance intention. The model suggests that perceived usefulness and user satisfaction are the key determinants of IS continuance intention. However, the model includes only the utilitarian value that users can obtain through the use of smartphone-based SNS, by considering perceived usefulness. Therefore, the study attempts to extend the IS continuance model by considering hedonic and social values simultaneously. More specifically, we consider subjective norms as social value that are proposed by the theory of reasoned action and the theory of planned behavior. We also consider perceived enjoyment as hedonic value that is emphasized as a key factor influencing users' behavior intention and actual behavior, particularly in the context of hedonic IS use. By considering the three values in our model simultaneously, we could offer a deeper understanding of smartphone-based SNS continuance. That is, this study could offer an explanation of how each value is associated with user satisfaction and SNS continuance intention. The customer value-satisfaction-loyalty model can strengthen the assertion that smartphone-based SNS continuance intention is determined by various different types of customer values, such as utilitarian, hedonic, and social ones. Moreover, the model provides a theoretical basis for the assertion that customer values lead to increased loyalty via customer satisfaction. In this regard, we theorize that SNS continuance intention is influenced by users' various values, namely perceived usefulness, perceived enjoyment, and subjective norms, via user satisfaction. To test the proposed research model and hypotheses, we conducted a partial least squares analysis using a total of 253 data collected on the users of smartphone-based SNS (i.e., KakaoStory). The key findings are as follows: First, it has been found that SNS continuance intention considerably depends on user satisfaction. Second, user satisfaction is determined by confirmation, perceived usefulness, and perceived enjoyment. Third, concerning the effects of the three values on SNS continuance intention, only perceived enjoyment regarded as hedonic value was statistically significant. That is, perceived usefulness considered as utilitarian value and subjective norms considered as social value had no effect on SNS continuance intention. Finally, our results indicate that confirmation increases perceived usefulness, perceived enjoyment, and user satisfaction. The results reconfirm the effectiveness of IS continuance model in predicting smartphone-based SNS continuance intention. Moreover, the results demonstrate that perceived enjoyment reflecting hedonic value is the most important predictor of SNS continuance intention. Therefore, it is imperative for firms to meet SNS users' hedonic value to retain them in the long run. Meanwhile, we could not find any empirical evidence to support the assertion that subjective norms are associated with user satisfaction and SNS continuance intention. The results lead us to conclude that when users have enough direct experience in SNS use, subjective norms have no effect on SNS continuance intention. Discussions and implications of the results are provided.

삶의 여정을 통한 만화 히어로 성장유형 연구 (A Study on Growth Type of Comic strips Heroes through Journey of Life)

  • 김미림
    • 만화애니메이션 연구
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    • 통권29호
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    • pp.173-207
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    • 2012
  • 긴 이야기구조의 기승전결인 네 국면의 플롯은 패턴화 되어 도식화된 경향이 있다. 인물의 행동에는 인류의 시작과 궤를 같이 하게 되는데 장편연재만화 플롯은 기본적으로 4국면이지만, 단순 배열이 아닌 인류의 추진력이나 행동과 느낌의 패턴을 정리하여 개발한 복잡 배열이다. 이 연구는 만화전문대학생 설문과 답변으로 결과지를 얻은 후, 통합적으로 추출된 장편연재만화작품의 설문 자료를 통하여 장편연재만화 아리스토텔레스 이론인 플롯의 국면, 네 단계와 캐롤 피어슨의 인물원형이론을 통한 4개의 인물의 유형화, 조셉 캠벨의 영웅의 여정이론을 네 단계로 유형화한다. 복잡한 장편연재만화의 이야기 구조가 가진 요소 중 하나인, 인물이 겪는 삶의 과정을 제시하여 간략성과 체계적 기술을 통해 유형화하는 이 연구는 결국 만화작가가 장편연재만화의 복잡하고 긴 이야기의 구조에서 은유하는 것은 무엇인가를 밝히고자함이다. 아리스토텔레스의 플롯이론을 근거로 하는 도입, 발전, 전개 결말구조의 의미가 인류의 삶과 운명의 메타포이며, 융 이론에 영향 받은 융 연구가 캐롤 피어슨의 인물 원형론의 성장단계가 인류의 삶과 운명의 메타포임을, 역시 융 이론에 영향 받은 인류학자 조셉 캠벨 이론들은 희노애락의 복합감정을 영웅원형에 투사하여 영웅의 여정이란 은유를 통해 인류의 삶과 운명의 메타포임을 밝히고 있다. 최종적으로, 제기된 이론들은 크리스토퍼 보글러의 저서에 작가의 '시나리오작성법'으로 접근하여 소개되고 있다. 한편으로 이 메타포는 이 연구목표이자 목적이기도 하다. 연구에서 추출된 장편연재만화는 긴 이야기가 복잡하고 얽힌 듯이 보여도 인물이 집을 떠나 모험과 난관을 겪고 세계와의 또 다른 만남을 통해 거부와 갈등, 그리고 경쟁과 전쟁, 시련을 겪으며 보상을 얻어 귀환하는 여정의 과정 중 정신적, 심리적, 상징적 성장으로 결국, 영웅으로 획득되며 만화라는 이미지를 통하여 우리의 내면 성찰에 대한 의미 부여를 플롯에 의해 서사적으로 표현하고 있다. 복잡해보이지만 장편연재만화이야기의 기본구조가 플롯 4단계이며 장편연재만화작품에서 범상치 않은 인물이 여행과 모험을 떠나는 과정에서 성장하는 삶의 방식을 크게 나누어 볼 때, 네 단계의 영유아동기, 청년기, 중년기, 말년기의 상징성을 지닌 심리적 성장과정이며, 인물이 유형화된 특성도 크게 네 단계의 부류로 나누어 성장과정을 설명할 수 있게 한다. 성장할 인물의 표상화인 영웅의 여정, 역시 크게 네 단계의 여정으로 압축되어 설명된다. 즉 이론을 통하여 만화의 4국면의 플롯의 복잡 배열은 삶의 순서를 통한 성장구조의 진행과의 흐름이 일치한다는 것을 발견하였다. 동시에 인물이 영웅으로 거듭나는 성찰의 메타포이며 장편연재만화작가들의 작품을 통하여 인생국면 4단계인 인물의 성장과 삶을 통찰하는 은유를 발견하였다. 만화작가가 의도하는 장편연재만화작품의 긴 이야기란, 플롯의 논리적구성법에 의해 인물이 여정을 떠나 역경과 어려움을 겪으며 삶이 변화되고 그의 성장과정은 유형화된 이미지로 제시하여 성찰에 도달함을 영웅적으로 표현하는 것이며, 독자는 삶과 인생에서 만화이야기의 이미지의 시공간을 공유하는 동시에 감동을 통하여 정서상 인물과 같은 체험을 하게 되었음을 인식하게 한다.

IT 아웃소싱의 가치에 관한 연구: 한국 산업에 대한 실증분석 (Value of Information Technology Outsourcing: An Empirical Analysis of Korean Industries)

  • 한건수;이강배
    • Asia pacific journal of information systems
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    • 제20권3호
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    • pp.115-137
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    • 2010
  • Information technology (IT) outsourcing, the use of a third-party vendor to provide IT services, started in the late 1980s and early 1990s in Korea, and has increased rapidly since 2000. Recently, firms have increased their efforts to capture greater value from IT outsourcing. To date, there have been a large number of studies on IT outsourcing. Most prior studies on IT outsourcing have focused on outsourcing practices and decisions, and little attention has been paid to objectively measuring the value of IT outsourcing. In addition, studies that examined the performance of IT outsourcing have mainly relied on anecdotal evidence or practitioners' perceptions. Our study examines the contribution of IT outsourcing to economic growth in Korean industries over the 1990 to 2007 period, using a production function framework and a panel data set for 54 industries constructed from input-output tables, fixed-capital formation tables, and employment tables. Based on the framework and estimation procedures that Han, Kauffman and Nault (2010) used to examine the economic impact of IT outsourcing in U.S. industries, we evaluate the impact of IT outsourcing on output and productivity in Korean industries. Because IT outsourcing started to grow at a significantly more rapid pace in 2000, we compare the impact of IT outsourcing in pre- and post-2000 periods. Our industry-level panel data cover a large proportion of Korean economy-54 out of 58 Korean industries. This allows us greater opportunity to assess the impacts of IT outsourcing on objective performance measures, such as output and productivity. Using IT outsourcing and IT capital as our primary independent variables, we employ an extended Cobb-Douglas production function in which both variables are treated as factor inputs. We also derive and estimate a labor productivity equation to assess the impact of our IT variables on labor productivity. We use data from seven years (1990, 1993, 2000, 2003, 2005, 2006, and 2007) for which both input-output tables and fixed-capital formation tables are available. Combining the input-output tables and fixed-capital formation tables resulted in 54 industries. IT outsourcing is measured as the value of computer-related services purchased by each industry in a given year. All the variables have been converted to 2000 Korean Won using GDP deflators. To calculate labor hours, we use the average work hours for each sector provided by the OECD. To effectively control for heteroskedasticity and autocorrelation present in our dataset, we use the feasible generalized least squares (FGLS) procedures. Because the AR1 process may be industry-specific (i.e., panel-specific), we consider both common AR1 and panel-specific AR1 (PSAR1) processes in our estimations. We also include year dummies to control for year-specific effects common across industries, and sector dummies (as defined in the GDP deflator) to control for time-invariant sector-specific effects. Based on the full sample of 378 observations, we find that a 1% increase in IT outsourcing is associated with a 0.012~0.014% increase in gross output and a 1% increase in IT capital is associated with a 0.024~0.027% increase in gross output. To compare the contribution of IT outsourcing relative to that of IT capital, we examined gross marginal product (GMP). The average GMP of IT outsourcing was 6.423, which is substantially greater than that of IT capital at 2.093. This indicates that on average if an industry invests KRW 1 millon, it can increase its output by KRW 6.4 million. In terms of the contribution to labor productivity, we find that a 1% increase in IT outsourcing is associated with a 0.009~0.01% increase in labor productivity while a 1% increase in IT capital is associated with a 0.024~0.025% increase in labor productivity. Overall, our results indicate that IT outsourcing has made positive and economically meaningful contributions to output and productivity in Korean industries over the 1990 to 2007 period. The average GMP of IT outsourcing we report about Korean industries is 1.44 times greater than that in U.S. industries reported in Han et al. (2010). Further, we find that the contribution of IT outsourcing has been significantly greater in the 2000~2007 period during which the growth of IT outsourcing accelerated. Our study provides implication for policymakers and managers. First, our results suggest that Korean industries can capture further benefits by increasing investments in IT outsourcing. Second, our analyses and results provide a basis for managers to assess the impact of investments in IT outsourcing and IT capital in an objective and quantitative manner. Building on our study, future research should examine the impact of IT outsourcing at a more detailed industry level and the firm level.

한국(韓國) 제조업(製造業)의 기술적(技術的) 효율성(效率性) : 산업별(産業別) 기술적(技術的) 효율성(效率性)의 추정(推定) (Technical Inefficiency in Korea's Manufacturing Industries)

  • 유승민;이인찬
    • KDI Journal of Economic Policy
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    • 제12권2호
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    • pp.51-79
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    • 1990
  • 본(本) 논문(論文)은 기존의 경험적(經驗的) 산업조직론(産業組織論)에서 소홀히 취급한 기술적(技術的) 효율성(效率性)의 문제를 분석하기 위하여 광공업(鑛工業)센서스의 세세분류제조업별(細細分類制造業別) 사업체(事業體)를 대상으로 한국(韓國) 제조업(製造業)의 기술적(技術的) 효율성(效率性)에 관한 가장 미시적(微視的) 차원(次元)의 경험적(經驗的) 연구결과(硏究結果)를 제공한다. 기술적(技術的) 효율성(效率性)의 산업간(産業間), 국가간(國家間) 격차(隔差)를 성명하기 위해서는 우선 적절한 격차효율성지표(隔差效率性指標)의 선택이 매우 중요할 것이다. 이를 위하여 본(本) 연구(硏究)에서는 확률적(確率的) 생산경계(生産境界)를 수정최소자승법(修正最小自乘法)으로 추정한 후 각 산업별(産業別)로 기술적(技術的) 효율성(效率性)의 네가지 상이한 척도(尺度)에 대한 추정을 시도한다. 추정(推定) 결과 효율성(效率性) 척도간(尺度間)의 상관관계(相關關係)는 부가가치액(附加價値額)보다 생산액(生産額)을 종속변수로 한 경우가 다소 높은 것으로 나타났으나 전자(前者)의 경우가 보다 많은 산업(産業)에 대하여 효율성(效率性)의 추정(推定)을 가능하게 하기 때문에 산업간(産業間) 비교(比較)를 위하여 더 적절하다고 판단된다. 상당수의 산업(産業)에 있어서는 만족할 만한 효율성(效率性) 추정치(推定値)를 구하는 것이 불가능했지만 후속연구(後續硏究)의 관점에서 볼 때 기술적(技術的) 효율성(效率性)의 추정(推定)이 가능한 산업(産業)이 다수를 차지한 사실은 고무적 이라고 판단된다. 또한 종업원규모(從業員規模)가 영세한 사업체(事業體)들이 상대적으로 비효율적(非效率的)임을 알 수 있었다.

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광복 후부터 1950년대까지 한국에서 활동한 외국인이 본 한국미술 (Korean Art from the view of foreigners in Korea from the period of independence to 1950s)

  • 조은정
    • 미술이론과 현장
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    • 제4호
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    • pp.123-144
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    • 2006
  • Foreigners who arrived in Korea after the age of enlightenment were Japanese, Chinese and 'Westerners' who were Europeans and Americans. The westerners were diplomats who visited Korea for colonization or for increasing their economical profits by trading after the spread of imperialism, and tourists curious of back countries, artists, explores and missionaries to perform their roles for their religious beliefs. They contacted with Korean cultural and educational people as missionaries and instructors during Japanese colonial period. In 1945, the allied forces occupied Korea under the name of takeover of Japanese colony after Japan's surrender and the relation between foreigners and Korean cultured men enter upon a new phase. For 3 years, American soldiers enforced lots of systems in Korea and many pro-American people were educated. This relationship lasted even after the establishment of the government of Korean Republic and especially, diplomats called as pro-Korean group came again after Korean War. Among them, there were lots of foreigners interested in cultures and arts. In particular, government officials under American Forces who were influential on political circles or diplomats widened their insights toward Korean cultural assets and collected them a lot. Those who were in Korea from the period of independence to 1950s wrote their impressions about Korean cultural assets on newspapers or journals after visiting contemporary Korean exhibitions. Among them, A. J. McTaggart, Richard Hertz and the Hendersons were dominant. They thought the artists had great interests in compromising and uniting the Orient and the West based on their knowledge of Korean cultural assets and they advised. However, it was different from Korean artist's point of view that the foreigners thought Korean art adhered oriental features and contained western contents. From foreigners' point of view, it is hard to understand the attitude Korean artists chose to keep their self-respect through experiencing the Korean war. It is difficult to distinguish their thought about Korean art based on their exotic taste from the Korean artists' local and peninsular features under Japanese imperialism. We can see their thought about Korean art and their viewpoint toward the third world, after staying in Korea for a short period and being a member of the first world. The basic thing was that they could see the potentialities through the worldwide, beautiful Korean cultural assets and they thought it was important to start with traditions. It is an evidence showing Korean artists' pride in regard to the art culture through experiencing the infringement of their country. By writing about illuminating Korean art from the third party's view, foreigners represented their thoughts through it that their economical, military superiority goes with their cultural superiority. The Korean artist's thought of emphasizing Korean history and traditions, reexamining and using it as an original creation may have been inspired by westerners' writings. 'The establishment of national art' that Korean artists gave emphasis then, didn't only affect one of the reactions toward external impact, 'the adhesion of tradition'. In the process of introducing Korean contemporary art and national treasure in America, different view caused by role differences-foreigner as selector and Korean as assistant-showed the fact evidently that the standard of beauty differed between them. By emphasizing that the basis to classify Korean cultural assets is different from the neighborhood China and Japan, they tried to reflect their understanding that the feature of Korean art is on speciality other than universality. And this make us understand that even when Korean artists profess modernism, they stress that the roots are on Korean and oriental tradition. It was obviously a different thought from foreigners' view on Korean art that Korean artists' conception of modernism and traditional roots are inherent in Korean history. In 1950s, after the independence, Korea had different ideas from foreigners that abstract was to be learned from the west. Korea was enduring tough times with their artists' self-respect which made them think that they can learn the method, but the spirit of abstract is in the orient.

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