• Title/Summary/Keyword: 기술경험

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The Role of Postdoctoral Experience in Research Performance and the Size of Research Network of Young Researchers: An Empirical Study on S&T Doctoral Degree Holders (신진연구자의 연구 성과 및 연구 네트워크 규모에서 포닥 경험의 역할: 이공계 박사학위 취득자를 대상으로)

  • Ko, Yun Mi
    • Journal of Technology Innovation
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    • v.24 no.4
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    • pp.1-26
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    • 2016
  • The period after the PhD has a huge impact on the careers of researcher from a researcher lifecycle perspective. This is a turning point which student receives guidance from professor and become an independent researcher. Furthermore, they learn to develop ideas for independent research, apply for grants and manage a project; they also form expert networks in related filed and publish papers to share their findings. This study focuses on the period between earning doctoral degree and being employed as a stable position in university. This study starts from a research questions that asks which factors of postdoctoral experience affect research output. In this study, the paper performance, especially co-authorship of paper, of postdoctoral researchers was investigated. The cumulative advantage theory and Matthew effect were employed to shed a light on this research question. The empirical work is based on the Survey & Analysis of National R&D program in Korea conducted by Korea Institute of S&T Evaluation and Planning (KISTEP). The correlations between the research output and characteristics of postdoctoral experience were verified. These results are expected to contribute as new empirical evidences on investigating knowledge transfer activities of new PhDs.

A Study on difference in preference factor of innovation media contents by entrepreneurship experience (창업경험에 따른 혁신영상콘텐츠 선호 요인 차이 연구)

  • Lee, Jae-Kyeong;Kim, Dae-Seop;Kim, Taek-Geun;Heo, Tae-Young
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.81-82
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    • 2018
  • 본 연구는 혁신영상콘텐츠에 대한 선호 요인이 창업 경험에 따라 차이가 있는지 실증적으로 분석하였다. 창업 및 과학기술, 사업화와 관련된 온라인 플랫폼(아이디어마루 등) 회원을 표본으로 설문조사를 실시하였으며, 분석 결과 창업 경험이 있거나 계획중인 집단은 창업경험이 없는 집단에 비해 콘텐츠의 정확성과 유용성을 중요시 하는 것으로 나타났고, 반대로 창업경험이 없는 집단은 즐거움을 상대적으로 중시하는 것으로 나타났다. 이 연구결과는 혁신영상콘텐츠 혹은 기술사업화 관련 교육 콘텐츠로 확대해 적용될 수 있다.

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A Qualitative Study on Prospective Librarians' Library Practicum Experiences: Applying Giorgi's Descriptive Phenomenological Method (예비사서들의 도서관실습 교육경험에 대한 질적 연구 - Giorgi의 기술적 현상학 방법을 적용하여 -)

  • Koo, Joung Hwa
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.29 no.4
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    • pp.269-296
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    • 2018
  • The purpose of the study is to examine prospective librarians' library practicum experiences by using Giorgi's descriptive phenomenological method. To achieve the purpose of the study, the study conducted in-depth interviews with the participants of the library practicum in the department of library and information science at the A university. Following Giorgi's four ways of phenomenological description, the study analyzed the collected data from in-depth interviews with the participants. Prospective librarians' library practicum experiences were able to analyze as five significant themes and seventeen sub-categories of the themes. The five main themes are as followings: 'formulating perception of libraries and librarians', 'formulating career design through self-development and challenges', 'growth and challenges in preparing the library practicum', 'growth and challenges in the middle of library practicum' and 'experiences after the library practicum and the evaluation.' On the basis of the findings, the study suggested alternative programs of library practicum and the directions for performing the programs effectively and efficiently.

The Effect of Presence and Interactivity of Digital Signage Using 3D Virtual Reality on Brand Experience and Attitude (3D 가상현실을 이용한 디지털 사이니지의 실재감과 상호작용성이 브랜드 경험과 태도에 미치는 효과)

  • Han, Kwang-Seok
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.299-307
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    • 2019
  • In this study, we experimented with experience of digital signage using Virtual Reality technology, and the difference between presence and interactivity in brand experience and digital signage attitude. We conducted a two-way MANOVA analysis with cognitive presence, emotional presence, and media presence as the independent variable and interactivity level(high vs low) as dependent variables and the brand experience and attitude as dependent variables. First, cognitive presence was found to be most effective through behavioral experience when low interactivity. Second, emotional presence also has a positive effect on emotional experience when the level of interactivity is low. Third, media presence has a positive effect on emotional experience if the level of interactivity is low. This study suggests a communication strategy to communicate presence according to the characteristics of media strategy and technology through appropriate level of interactivity when using digital technology. Future research requires a qualitative approach rather than a quantitative one in terms of interactivity.

The Effect of Dynamic Shopping Experience on Experiential Perception of Value : Internet Shopping and TV Shopping (동태적 쇼핑 경험이 경험 가치 지각에 미치는 영향에 관한 연구 : 인터넷 쇼핑과 TV 홈쇼핑을 중심으로)

  • 이승창;유수연
    • Proceedings of the Korean DIstribution Association Conference
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    • 2003.05a
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    • pp.149-175
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    • 2003
  • 1990년대 이후 인터넷을 비롯한 각종 기술의 발달로 TV 홈쇼핑, 인터넷 쇼핑, 카탈로그 쇼핑, 모바일 쇼핑 등과 같은 새로운 소매업태가 등장함에 따라 각기 다른 소매업태, 즉 각기 다른 쇼핑 환경들이 어떻게 소비자의 가치지각에 영향을 미치는 가에 대한 연구가 필요성이 제기되었다. 이를 위해 본 연구에서는 인지 심리학의 한 이론인 인지 연속성 이론의 동태적 과업시스템을 소비자의 쇼핑 행동에 적용하였다. 즉 소비자의 쇼핑 경험을 소비자와 쇼핑 환경이 상호작용하는 동태적 과업으로 간주하였으며 이에 따른 가치지각을 연구하고자 한 것이 본 연구의 목적이다. 본 연구에서는 동태적 쇼핑 경험의 구성요소로서 내ㆍ외면적 특성인 소비자의 쇼핑성향과 쇼핑 환경을 정의하였으며 소비자의 경험가치에 있어서는 Holbrook의 경험가치 척도를 적용하여 소비자의 동태적 쇼핑경험이 쇼핑가치지각에 어떠한 영향을 미치는 가를 실증적으로 분석하였다. 본 연구에서 적용한 경험가치척도는 경제적 가치, 효율성, 내면적 즐거움, 현실도피성과 같은 추구 가치와, 시각적 매력, 엔터테인먼트 가치, 서비스 우수성과 같은 수동적 가치로 구분되며 실증분석 결과 이러한 경험가치들은 각각 동태적 쇼핑 경험의 내ㆍ외면적 특성에 따라 서로 다른 영향을 받는 것이 검증되었다.

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Improvement of quality for welding speck in Zn-Ni electroplating (아연니켈 합금도금 용접부 품질향상)

  • Kim, Yu-Sang
    • Proceedings of the Korean Institute of Surface Engineering Conference
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    • 2018.06a
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    • pp.103.2-103.2
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    • 2018
  • (주)PMPT사는 국내 뿌리산업 분야의 Zn-Ni자동차부품 도금업체로서 남동공단에 위치하고 있다. 하지만 자동차품질 향상에 기본이 되는 도금 기술자료가 부족하여 연구개발에 많은 어려움을 겪고 있다. 또한 미래자동차용 용접부품의 도금 품질향상을 위한 최신 기술정보제공이 필요한 실정이다. 이에 다년간 이론과 경험을 겸비한 도금전문가의 활용이 필요한 실정이다. '아직도 녹슨 자동차를 탈 것인가?' 지난 2003년부터 10년간 '녹슬지 않는 자동차', '녹과의 전쟁'을 목표로 자동차부픔의 품질기술지도가 실시되었다. PMPT사도 이에 동참하여 자체의 경험과 기술로써 용접부 품질을 개선하여 왔다. 하지만 경험에 의존해 왔던 PMPT사 자체의 도금기술로써는 유렵의 BMW사나 Toyota사의 Zn, Zn-Ni 합금도금에 대한 기술변화와 수출경쟁에 대처하기가 어려운 실정이다. 특히 용접부는 자동차 사고의 치명적 결함이다. 이에 도금전문가를 활용하여 해외의 선진도금 기술정보제공과 함께 미래의 자동차부품 품질향상을 위한 기술지원을 실시하였다. 세부적인 기술지원 내용으로서는 Zn, Zn-Ni합금도금제품 용접부품에 6가 Cr을 사용하지 않는 친환경 Chromate Free, Zn-Ni합금도금 용접부 내식성 향상을 위한 Ni의 최적함량과 메커니즘을 지원하였다. 필자가 도금현장에서 근무하면서 터득한 까다롭고 어려워하는 도금기술과 최신의 해외 Chromate Free표면처리 기술을 제공함으로써 수출향상과 품질기술력 향상에 이바지 하고자 하였다.

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A Study on Flipped Learning Experience of Nursing Students (간호학과 학생들의 플립러닝 학습 경험에 관한 연구)

  • Kim, Yun-Jeong;Cho, Eui-Young;Jeon, Eun-mi
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.4
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    • pp.159-163
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    • 2017
  • The purpose of this study is to apply flip learning to nursing students and to understand their teaching experience. That is, we analyze the meaning of experience by applying the phenomenological analysis method of Colaizzi, which is aimed to grasp the essence of each individual experience by studying the learning experiences of nursing students participating in the flip learning lesson. The analysis of Colaizzi's phenomenological analysis of the meaning of flip - learning lessons in nursing students resulted in seven themes and three central meanings. Based on this study, it is suggested that qualitative and quantitative research should be expanded to expand the flip learning method in the major subject of nursing science.

Artistic Meaning of the Game Experience : Focus on Player's Perspective (플레이어 경험을 통한 게임의 예술성 의미 연구)

  • Kim, Minseo;Kim, Mijin;Oh, Gyuhwan;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.63-76
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    • 2019
  • The purpose of this study is to identify how game players experience games artistically. We organized indicator categories related to artistic experiences in games through play report produced in participatory player workshop. Based on this indicator, we embodied the artistic meaning of game experience by performing semantic network analysis. As a result, we verified that games can offer opportunities for players to reflect on themselves and their lives.

A Qualitative Study on Dismissed Workers' Psychological Experiences (해고근로자의 심리적 경험에 대한 질적 연구)

  • Jeong-Sun Lim
    • Korean Journal of Culture and Social Issue
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    • v.21 no.3
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    • pp.355-376
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    • 2015
  • This study purposed to reveal the process of change in dismissed workers' experiences at dismissal and the subsequent period of unemployment. For this purpose, six dismissed workers' psychological experiences were explored using the phenomenological method as one of qualitative research methods. Data were collected through in-depth interviews with the workers on their psychological experiences at dismissal, continuous psychological or physical changes after dismissal, current state, etc. and from the analysis of the data were derived 12 sub-themes and they were categorized into four main themes. The four main themes were 'emotions experienced with dismissal,' 'psychological and physical symptoms,' 'patterns of social perception,' 'and ways of coping with dismissal.' The main themes and their sub-categories were described, and dismissed workers' specific experiences related to them were explained. Lastly, dismissed workers' changes and experiences were discussed based on previous studies.

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Presence Experience & Effect of the Experiential Exhibition Content (체험형 전시 콘텐츠의 프레즌스 경험과 효과에 관한 연구)

  • Yeonsu Seol;Chungmin Joo
    • Smart Media Journal
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    • v.13 no.1
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    • pp.76-85
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    • 2024
  • This study examined the Presence experience, resulting effects, and re-viewing intentions of visitors to experiential exhibition content. For this purpose a survey was conducted targeting 246 visitors to experiential exhibition content based on Hyecho's travel story and SilkRoad cultural heritage. As a result of the survey, understanding and interest in the content material and similar exhibition viewing experience did not affect Presence experience. In addition the higher the Presence experience of exhibition content, the greater the awareness and emotion that is the effect of Presence. And among the effects of Presence, emotion had a positive effect on revisiting intentions. Therefore, it was confirmed that future experiential exhibition contents require planning, production, and exhibition that allow users to experience Presence.