• Title/Summary/Keyword: 관계적 동기

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MPEG-4 Authoring System Based on Extended BIFS for Object Synchronization (객체 동기화를 위한 확장된 BIFS 기반의 MPEG-4 저작 시스템)

  • 성승규;이명원
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10d
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    • pp.142-144
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    • 2002
  • MPEG-4 시스템 표준은 오디오, 비디오, 이미지 등 다양한 멀티미디어 객체들을 통합하여 관리하고 전송하며 BIFS는 이러한 객체들의 표시 방법과 특성을 지정하고 하나의 장면을 구성할 수 있도록 해주는 기술 언어이다. 멀티미디어 데이터는 시간과 밀접한 관계를 가지고 있어서 객체들간의 시간 관계가 명확히 기술되어야 한다. 그러나 BIFS 명세에서는 하나의 객체에 대한 시간정보만 기술 할 수 있고 객체간 관계는 정의하고 있지 않다. 이에 본 논문은 객체간 동기화를 위한 시간관계 정보를 저장하는 노드를 BIFS에 추가하여 각 객체를 동기화 할 수 있도록 하는 확장된 BIFS를 정의하고 이를 기반으로 MPEG-4 저작 시스템을 구성하였다. 이로써 객체 동기화를 위한 별도의 구조를 추가해야하는 부담을 줄이고 MPEG-4 시스템 자체가 동기화 문제를 해결할 수 있다. MPEG-4 저작도구의 타임라인 바는 제작되는 컨텐츠 내의 멀티미디어 데이터들의 시간관계를 시각적으로 표현하고 시간관계 모델 조건에 따른 Group 노드를 생성한다.

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The Effect of Major Choice Motivation and Academic Achievement on Career Maturity (전공선택동기와 학업성취도가 진로성숙도에 미치는 영향)

  • Eun-Jo Monn;Ji-Won O;Young Seok Kim;Jung Hee Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.161-168
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    • 2023
  • This study attempted to determine the relationship between college students' motivation for major selection (personal motivation, social motivation), academic performance, and career maturity, and to identify the influencing factors of career maturity in order to provide basic data for improving career maturity. Data were collected through a structured questionnaire from 199 university students in C city. As a result of examining the correlation between personal motivation for major selection, social motivation, academic achievement, and career maturity, career maturity showed a significant positive correlation with personal motivation for major selection (r=.417, p=.00) and no significant correlation with social motivation for major selection and academic achievement. The influencing factors of career maturity were personal motivation for major selection, economic activity, and major department, and the explanatory power was 24%. Therefore, it seems that university-level support is needed to enable students to engage in economic activities in fields related to their majors. Since personal motivation is important in major selection, we should focus on increasing personal motivation for major selection by providing high school students with a wide range of opportunities, such as career experience and future work experience.

Effects of AI Speaker Users' Usage Motivations and Perception of Relationship Type with AI Speaker on Enjoyment (AI 스피커 이용자의 이용동기 및 AI 스피커에 대한 관계 유형 인식이 즐거움에 미치는 영향)

  • Jang, Yei-Beech
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.558-566
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    • 2019
  • Artificial intelligent (AI) smart speaker sales have increased rapidly, and AI technology has become more pervasive in our daily lives. This study explored motivations for smart speaker use and examined how motivation and relationship type with AI speakers affect enjoyment. Smart speaker use is primarily motivated by conversational, trend-leading, efficient, and entertaining factors. Among these four, trend-leading, efficient, and entertaining factors positively influenced users' enjoyment. However, among the three types of relationship with AI speakers, only the assistant/helper type affected enjoyment. The results of the current study provide practical implications for future directions in AI speaker interaction design.

The Effects of Achievement Motivation on Career Decision of Multicultural Adolescents: Sequential Mediating Effects of Social Withdrawal and Depression (다문화 청소년의 성취동기가 진로결정성에 미치는 영향 : 사회적 위축과 우울의 순차적 매개효과)

  • Park, Dong-Jin;Kim, Song-Mi
    • Journal of Convergence for Information Technology
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    • v.11 no.8
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    • pp.100-108
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    • 2021
  • The purpose of this study is to examine the sequential mediating effects of social withdrawal and depression in the relationship between achievement motivation and career decision of multicultural adolescents. To this end, we analyzed adolescents data from the 8th year survey(2018) of the 'Multicultural Adolescent Panel Study(MAPS)' provided by the National Youth Policy Institute(NYPI). As a result of the study, first, achievement motivation was found to have a significant and positive effect on career decision. Second, it was found that social withdrawal did not mediate the relationship between achievement motivation and career decision. Third, it was found that depression mediates the relationship between achievement motivation and career decision. Fourth, it was found that social withdrawal and depression sequentially mediate the relationship between achievement motivation and career decision. Based on the results of this study, we searched for social support measures to improve the career decision of multicultural adolescents and support their career paths, and suggested implications and limitations of the results of this study and suggestions for follow-up studies.

UCC 이용 동기, UCC 속성 중요도, UCC 이용 행태간의 관계

  • Kang, Yu-Ri;Park, Cheol
    • 한국경영정보학회:학술대회논문집
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    • 2008.06a
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    • pp.1036-1041
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    • 2008
  • 본 연구는 UCC를 이용하는 동기와 UCC전문 사이트의 웹 사이트 속성 및 UCC컨텐츠 속성과 UCC이용 행태간의 관계를 살펴보았다. 그 결과, 정보추구, 오락, 사회, 경제적 UCC이용동기에 따라 UCC사이트에서 중요시하는 속성, 컨텐츠에서 중요시하는 속성이 다르게 나타났다. 이 결과를 통해 좀 더 사용자 친화적인 UCC사이트 개발로 경쟁력 확보 및 차별화 방안을 모색해 보고자 한다.

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The Relationship between Transformational·Transactional Leadership and In-role Performance: Mediating Effect of Subordinator's Motivation (변혁적·거래적 리더십과 직무수행성과 간의 관계: 부하 동기부여의 매개효과)

  • Shin, Jang-Seon;Cha, Yunsuk
    • The Journal of the Korea Contents Association
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    • v.14 no.5
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    • pp.373-379
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    • 2014
  • This study was conducted empirically to explore the relationship between transformational and transactional leadership and in-role performance focusing on the mediating effect of motivation, intrinsic and extrinsic motivation. To accomplish this, we have thoroughly reviewed the studies and theories related to transformational-transactional leadership and in-role performance. Based on the literature review, I proposed research model and hypothesis and statistically tested. The data for this study was collected via survey. The basic informations involved 159 employees who work for companies in Busan and sourthern Kyunsan province. The results were follows. Transformational and transactional leadership have meaningful influence on in-role performance. The mediating effect of intrinsic and extrinsic motivation between transformational leadership and in-role performance was supported. These results imply that leaders should support the vision of employees as a symbol of success and it could foster the performance.

Empowerment and motivation predicted by relationship between badminton coaches-athletes (배드민턴 지도자-선수관계로 예측한 임파워먼트 및 동기)

  • Lee, Mi-Sook;Kim, Hong-Gi;Nam, Jung-Hoon
    • Journal of the Korean Data and Information Science Society
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    • v.23 no.1
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    • pp.179-190
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    • 2012
  • The purpose of this study was to verify the contribution of the relationship between coaches-athletes which the athletes have perceived concerning the empowerment and sport motivation on the basis of the relational characteristics between badminton coaches-athletes. The results were as follows. First, the relationship between badminton coaches-athletes had positive effect on the formation of empowerment to badminton athletes. Second, the relationship between badminton coaches-athletes had positive effect on the internal motivation and external motivation among the sport motivation of badminton athletes, while it had no effect on non-motivation. Third, the empowerment of badminton athletes had positive effect on the internal motivation and external motivation, but it had no effect on non-motivation.

The Effects of Gaming Motivations on Gaming Behaviors: A Self-Determination Theory Approach (게임사용 동기가 게임행동에 미치는 영향 : 자기결정성이론을 중심으로)

  • Lee, Yeonggeul;Jung, Hee Young;Kim, Ju-Ill
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.91-99
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    • 2018
  • A growing body of research has focused on the negative effects of Internet gaming. This issue has become an increased public health concern in Korea. However, little is known regarding the positive effect of Internet gaming and its etiology. This study examined the effects of gaming motivations on gaming behaviors based on self-determination theory. Specifically, we investigated the associations of intrinsic and extrinsic gaming motivations with adaptive and maladaptive game uses. A cross-sectional data collected from a sample of 3,000 young adults using 2016 Korean Video Gaming Survey was analyzed. Measurement model analysis and structural equation modeling were conducted as primary analyses. The findings highlight the different effects of intrinsic and extrinsic motivations on gaming behaviors, such as adaptive and maladaptive game uses. Intrinsic motivations, such as experience-seeking and achievement-seeking, were associated with adaptive game use. Meanwhile, extrinsic motivations, such as sensation-seeking and monetary reward-seeking, were associated with maladaptive game use. The findings provide a better understanding of video gaming in light of both adaptive and maladaptive game uses. The implications for practice and policy were discussed.

The Relationship among Learning Motivation, Transfer Climate, Learning Self-efficacy, and Transfer Motivation in Nursing Students Received Simulation-based Education (시뮬레이션 교육을 받은 간호학생의 학습동기, 전이풍토, 학습자기효능감 및 전이동기의 관계)

  • Han, Eun Soo;Kim, Seon Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.10
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    • pp.332-340
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    • 2019
  • This descriptive research study was undertaken to identify the degree of learning motivation, transfer climate, learning self-efficacy, and transfer motivation, and to correlate the variables, in nursing students receiving simulation-based education. The subjects of this study were 4th grade nursing students who completed a simulation course at a nursing university; data collected using the self-report questionnaire were analyzed using the SPSS 21.0 program. Our results indicate high values of learning motivation, transfer climate (including the lower variables supervisor's support, peer's support, and transfer opportunity), learning self-efficacy, and transfer motivation. Learning motivation, learning self-efficacy, and transfer motivation significantly differed with respect to social motivation for entering school (Z=6.04, p=0.049; Z=6.92, p=0.031; Z=9.16, p=0.010, respectively) and major satisfaction (Z=8.55, p=0.036; Z=12.55, p=0.006; Z=13.47, p=0.004, respectively). All these variables were positively correlated, especially transfer motivation with learning motivation, supervisor's support, peer's support, transfer opportunity, and learning self-efficacy. Taken together, the results of this study indicate a need to develop an effective simulation-based education program to encourage transfer motivation, as well as follow-up studies that verify the causal relationship between transfer motivation and related variables.

An Analysis of Competitive Structure among Entertainment Industries, focusing on Consumption Motives (관람동기를 기준으로 한 엔터테인먼트 산업간 경쟁구조 분석에 관한 연구)

  • 김찬경;최현주
    • Asia Marketing Journal
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    • v.5 no.3
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    • pp.35-59
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    • 2003
  • 본 연구는 동일 제품범주 내에서 상호 대체가능성(substitutability)을 중심으로 연구 되어 왔던 상표간의 사용상황 대체(substitution-in-use) 이론을 산업간 경쟁의 차원으로 확대하여 적용할 수 있는 가능성을 탐색하는데 그 목적이 있다. 이를 위해 소비자의 소비경험이 선택기준의 중요한 요소로 작용하는 서비스부문을 대상으로 소비자의 선택동기, 즉 소비동기의 차원에서 산업간 경쟁구조와 경쟁강도를 분석하고자 하였다. 연구의 범위는 마케팅 분야에서 비교적 소외되어 왔던 엔터테인먼트 부문, 특히 문화예술부문과 스포츠부문에 초점을 맞추었다. 연구방법으로는 이들간의 심리적 거리를 측정하여, 그 근접성의 정도에 따라 산업간 경쟁구조와 경쟁특성을 분석하였다. 분석도구는 그 동안 마케팅의 영역에서 특정 산업 내에의 상표간 경쟁구조를 연구하는데 이용되었던 심리적 거리측정도구를 이용하였다. 이에 따라 구매자의 사용목적에 따른 상표간 대체 가능성을 산업간의 심리적 근접성을 이용해 측정하고 그 거리의 크기에 따라 경쟁강도의 선택의 대체성을 분석하였다. 방법론적 측면에서는 먼저 엔터테인먼트산업, 문화예술과 공연예술산업, 그리고 스포츠 등의 소비동기 유형을 살펴본 후, 이들 중에서 중복가능성이 있는 동기유형을 선별하였다. 이에 따라 다양한 관람 엔터테인먼트산업에서 나타나고 있는 12개의 소비동기 유 형을 발견할 수 있었다. 이후 이렇게 추출된 동기유형을 대상으로 산업간 대체성을 심적 거리좌표를 이용하여 측정하고 측정된 자료를 다차원척도법(MDS)을 이용해 2차원의 공간 상에 투사하였다. 그리고 상호간의 근접성과 경쟁구조를 확인하고 분석결과에 대해 논의 하였다. 분석결과 엔터테인먼트 상품들간에는 근접성의 차원에서 서로 대체될 수 있음을 발견할 수 있었고 이는 이들이 동일한 시장을 대상으로 경쟁관계가 있음을 시사하는 것이다. 개별 관람동기 차원의 분석 결과, 관람 엔터테인먼트 소비자들은 동일한 관람동기를 서로 다른 많은 유형의 엔터테인먼트산업이나 공연예술, 문화예술상품, 쇼나 오락, 관람스포츠 등에 의해 해결하고 있음을 발견할 수 있었다. 본 연구에서 사용한 접근방법과 연구의 결과는 향후 간접적 관계에서 직접적 관계로 경쟁이 확대되는 많은 마케팅분야에 적용될 수 있을 것이다.

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