• Title/Summary/Keyword: 객관적 분석

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A Study on the Standard Model of Entrepreneurship Index (우리나라 기업가정신 모델 수립에 관한 연구)

  • Kim, Jumi;Park, Jaepil
    • Journal of Information Technology and Architecture
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    • v.10 no.2
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    • pp.237-249
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    • 2013
  • Many institutes such as Bank of Korea, Samsung Economic Research Institute and Chamber of Commerce announced Entrepreneurship Index models. But, due to the arbitrary measurement model and the survey of each institute, there is a misled in the understanding and model of entrepreneurship. In addition, there is no research about comparative study of Entrepreneurship Index until now. In this study, we suggest our own Entrepreneurship Index model based on the literature review of Entrepreneurship Index. This model enables the objective measurement of Entrepreneurship Index. Above all, we suggest advantages and disadvantages of existing Entrepreneurship Index model systematically and the direction of Entrepreneurship Index.

Quest for Films of Chang-dong Lee: Focused On <Green Fish>, <Peppermint Candy>, <Oasis> (이창동 영화 탐구:<초록물고기>, <박하사탕>, <오아시스>를 중심으로)

  • Seo, In-Sook
    • The Journal of the Korea Contents Association
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    • v.13 no.9
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    • pp.58-71
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    • 2013
  • This paper will study on the films of Chang-dong Lee, focused on , , .These films concentrate on the internal mind of hero and heroine who react actively to social reality around their environment. Also these films share another common thing which retain to strong emotional tie with spectator, based on the sympathy through the identification of hero. , < Peppermint Candy> represent to the mixture of realism and de-realism.. Specially shows the mixture of the realism and fantasy. This Quest for the films of Chang-dong Lee will include discussion of a critical attitude from realism, discussion of de-realism factors, and study of screen fantasy from the respective of psychoanalysis.

Metaverse and Media Richness: The Effect of UI Design on User Experience (메타버스와 미디어 풍요성: UI 디자인이 사용자 경험에 미치는 영향)

  • Song, Stephen W.;Hwang, Dongwook;Chung, Donghun
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.83-98
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    • 2022
  • The current study investigated the effect of user interface design on metaverse user's objective task performance, perceived usefulness, presence, and enjoyment. Using a 2 × 2 within-subject repeated measure experimental design, we found that users perceived the interface to be significantly more useful when additional visual cues existed and performed better for the given task. Additionally, a repeated-measure mediation analysis revealed that the effect of richer information in the interface on users' enjoyment as a function of need satisfaction was mediated by perceived usefulness. Theoretical and practical implication are derived from the result of the current study.

The Network Effects of Smoking and Drinking Behaviors on Subjective Job Risk Assessment and Workplace Injuries (근로자의 흡연과 음주를 통한 네트워크 형성효과 -주관적 업무위험판단과 사업장 산업재해 발생 분석-)

  • Lee, Sunkuk;Jeon, Yongil
    • Journal of Labour Economics
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    • v.39 no.2
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    • pp.83-111
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    • 2016
  • We investigate how smokers and drinkers have influenced on self-reported risk assessment and workplace injuries, using the Korean Working Conditions Survey. Our empirical results indicate that persistent smoking habit raises workers' job risk assessments and work injuries significantly. Also, former smokers notice relatively higher risk assessments in various work activities, but they are less likely to affect work injuries. More frequent drinking behavior leads to a positive effect of job risk perception and workplace injuries. Regular smoking with frequent drinking for high income classes, however, have significantly reduced the chance of work injuries. Furthermore, establishing smoking-designated area at the workplace makes workers reduce workplace accidents positively. Therefore, the network effect of smoking and drinking behaviors in private circle levels is suggested to extend into public and constructive activies at the workplace levels for sharing useful and productive information, which will eventually reduce workplace injuries dramatically.

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Motion Sickness Measurement and Analysis in Virtual Reality using Deep Neural Networks Algorithm (심층신경망 알고리즘을 이용한 가상환경에서의 멀미 측정 및 분석)

  • Jeong, Daekyo;Yoo, Sangbong;Jang, Yun
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.1
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    • pp.23-32
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    • 2019
  • Cybersickness is a symptom of dizziness that occurs while experiencing Virtual Reality (VR) technology and it is presumed to occur mainly by crosstalk between the sensory and cognitive systems. However, since the sensory and cognitive systems cannot be measured objectively, it is difficult to measure cybersickness. Therefore, methodologies for measuring cybersickness have been studied in various ways. Traditional studies have collected answers to questionnaires or analyzed EEG data using machine learning algorithms. However, the system relying on the questionnaires lacks objectivity, and it is difficult to obtain highly accurate measurements with the machine learning algorithms. In this work, we apply Deep Neural Network (DNN) deep learning algorithm for objective cybersickness measurement from EEG data. We also propose a data preprocessing for learning and network structures allowing us to achieve high performance when learning EEG data with the deep learning algorithms. Our approach provides cybersickness measurement with an accuracy up to 98.88%. Besides, we analyze video characteristics where cybersickness occurs by examining the video segments causing cybersickness in the experiments. We discover that cybersickness happens even in unusually persistent changes in the darkness such as the light in a room keeps switching on and off.

Research of Emerging Process on Scientific Creative Products: Case Study of Self-Organization Process on Emerging of objective knowledge from Subjective Experience of Scientists (과학 분야 창의적 산물 발현과정 연구: 과학자의 주관적 경험이 객관적 지식으로 발현하는 자기조직화 과정의 사례 분석)

  • Kang, Jungha;Cho, Sunhee;Kim, Mijin
    • Journal of Gifted/Talented Education
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    • v.24 no.1
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    • pp.113-147
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    • 2014
  • This study is a case study of the process of emerging for creative products to lead world science and technology. The aim of the study is to understand the emerging process of scientific creative products, and is to provide the direction of gifted education that discovers and trains globally competitive science talents through this. To discuss the emerging process of creative products, this study has academically discussed the creativity of the complexity of dealing with theory of evolution, the real life settings, and self-organization of experience etc., and has methodologically adopted the qualitative research method through a case study to look at the structures and processes. Data collection has been formed through a discussion with 12 Korean scientists who have created selected creative products, greatly contributed for the world science and technology(12 areas). The analysis has been carried out by the latter part positivist methods. As a result, the emerging process of creative products in the field of science and technology were separated into four steps: (1)the foundation stage of knowledge, (2)the exploration stage of knowledge, (3)the construction stage of knowledge, and (4)the emerging stage of knowledge. Each stage has been revealed growing up through the macro-system and the self-organization of each micro-systems.

A Study on Developing Interior Color Design based on Psychophysiological Responses (감성생리 실험을 이용한 실내 색채 디자인에 관한 연구)

  • 김주연;이현수
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.11a
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    • pp.1141-1144
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    • 2003
  • 본 연구에서는 미래 감성실내 공간색채에 대한 연구로 심리설문반응과 생리 신호 분석을 통하여 감성색채데이터 분석에 목적을 두었다. 생리신호반응 분석 중 뇌파측정과 7점 척도 SD 스케일법을 이용한 설문조사를 실시하여, 정상적인 감성어휘와 정량적인 생리신호 결과의 상호관계를 분석하였다. 기존의 직관적이며 주관적인 색채 배색디자인과 심리분석의 색채연구결과에 비해 본 연구는 객관적이며 과학적인 방법 및 주관적인 감성어휘를 연결짓는 것으로 연구의 의의를 두었다. 이러한 연구는 감성에 미리 반응하는 감성 지능형 환경디자인에 중요한 페이지로 활용될 수 있을 뿐만 아니라 현대인의 건강에 대한 관심 증가에 따라 건강 증진 환경디자인에 도움을 줄 수 있는 색채 배색을 제안할 수 있다.

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An Empirical Study on the Effect of the BSC Application on the Organizational Performance in the Public Sector (공공부문 BSC 운용이 조직성과에 미치는 영향 연구)

  • Sin, Seung-Ho;O, Jae-In;Kim, Yeong-Chun
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.739-744
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    • 2007
  • 본 연구는 성과관리가 조직의 지속적인 성장과 발전의 혁신도구로써 조직성과에 영향을 미친다는 측면에서 공공부문의 균형성과표(BSC) 운용의 성공요인과 고려사항을 바탕으로 연구모형을 설정한 후 이를 실증적으로 분석하였다. 이를 위하여 성과관리를 위한 BSC의 추진 관리 단계인 계획, 실행, 평가, 환류, 등 순환주기에 관련된 변수들을 독립변수로 하고, 조직성과에 관련된 변수들을 종속변수로 선정하여 독립변수가 종속변수에 미치는 영향을 분석하였다. BSC를 구축 운영하고 있는 공공기관의 BSC 성과관리시스템 담당자에게서 설문조사를 실시하여 분석한 결과, BSC 운영 단계별 하위변수들은 상호간에 영향을 미치며, 조직성과에도 유의미한 영향을 미치는 것으로 나타났다. 이러한 분석결과에 따른 정책적인 시사점은 성과관리를 조직 내에 촉진 유지하기 위한 조직적, 정책적, 전략적 환경을 조성하여야 한다는 점이다. 또한 공공부문에서 성과관리제도가 실패하는 가장 큰 이유는 객관적인 평가지표가 명확히 설정되지 않았거나 보상체계가 불충분하기 때문이다. 공공부문의 경쟁력 확보를 위해서는 구성원이 전략적 사고의식을 가져야 한다.

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Q 방법론의 이해와 소비자 연구에의 적용

  • 김범종
    • Asia Marketing Journal
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    • v.1 no.3
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    • pp.120-140
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    • 1999
  • Q 방법은 인간의 태도와 행동을 연구하기 위해 철학적, 심리학적, 통계적, 그리고 심리측정과 관련된 개념을 통합한 방법론으로서 인간의 주관성을 정량적으로 분석할 수 있는 특수한 통계기법이다. 소비자의 인식, 가치, 태도, 신념과 같은 개념을 객관적으로 연구할 수 있는 방법으로서 가설 생성을 위한 탐색적 연구와 이론의 검증과 같은 확인적 연구에서도 적용될 수 있다. 많은 수의 표본을 대상으로 한 횡단적 R 방법에 비하여 개인이나 소집단에 대한 깊이 있는 탐구가 가능하다는 점에서 소비자 행동 연구에 유용성이 매우 높다. 개인의 주관성을 바탕으로 한 소비자 개인의 특성과 차별성을 이해하는 것이 마케팅 분야의 핵심을 이루고 있음에도 불구하고 그 동안 소비자의 주관성에 대한 깊이 있는 접근이 이루어지지 못하였다. 1935년에 심리학 분야에서 개발된 Q방법은 이를 분석할 수 있는 컴퓨터 패키지의 보급과 더불어 사회과학 전반에 걸쳐 그 활용이 확산되어 가고 있다. 이에 Q 방법의 과학철학적 특성과, 현재 널리 이용되고 있는 변수 중심의 R 방법과의 차이, 그리고 컴퓨터 분석을 포함한 구체적인 Q 분석방법 및 관리적 활용상의 문제점에 대해 논의하였다

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A Case Study on Character Package Design of Japan (일본의 캐릭터패키지디자인 사례분석)

  • You, Hyun-Bea
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.47-54
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    • 2017
  • In this research, I analyze cases of character packages in Japane, extract the concept of design that was loved by consumers and inmates and succeeded in marketing, and aim to establish the logic and principle. In addition, in the future, when introducing and utilizing the character package design in Korea, this research intends to make a guideline for the development of objective validity and empathic package design. After identifying the design concept and finding the principle by targeting package design of five character of Tohato which mixed various media and expanded sales, I want to find out the cause of success. Therefore, I have studied the theory and principles of enterprise and creative in product strategy through case analysis of character design concept and character package design. As a result, a design that leaving the functional side, having a story, making memories, and inducing a sense of closeness was as a successful case of renewal. In the package design, in some cases, package design execution is more important under the theoretical system according to consumer behavior analysis and Promotion of bold design concept of the design for the success of that concept, deviated from the existing principle.