• Title/Summary/Keyword: 도전모델

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A Study on the Purchasing Intention of Paid Items in Mobile Social Game-Focusing on game and personal characteristics (모바일 소셜 게임 기반으로 유료아이템의 구매의도에 미치는 영향 - 게임특성 및 개인특성 중심으로 -)

  • Cao, Long-Fei;Kyung, Byung-Pyo;Lee, Dong-lyeor
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.385-393
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    • 2020
  • Focusing on the Chinese market of MSNG (Mobile Social Network Game), perceived flow and satisfaction were designed as parameters, purchasing intention was set up as dependent variables, the purpose of present research is to analyze the factors influencing purchase intention of the paid items in mobile social games by studying the game and personal characteristics in terms of interoperability, accessibility, interesting, operability, innovativeness and challenge. Data was collected by questionnaires, Amos was employed to analyze the relationship between purchase intention and target influencing factors. Results showed that characteristics of game and consumers of MSNG have positive effects on the flow and satisfaction of paid items. Moreover, the flow of paid items in MSNG has a positive effect on satisfaction; the flow and satisfaction of paid items in MSNG have a positive effect on purchase intention. more samples and references should be involved in the further study in order to acheive an comprehensive result on comparative study of the social and cultural characteristics between Chinese MSNG and Korean counterpart.

Tracking Propagation Mechanism on the Surface of Polyvinyl-Chloride-Sheathed Flat Cord based on Electric Field Analysis and Gas Discharge Physics (전계해석과 기체방전 이론을 기반으로 한 Polyvinyl-Chloride-Sheathed Flat Cord 표면의 트래킹 진전 메커니즘)

  • Lim, Dong-Young;Park, Herie;Jee, Seung-Wook
    • Fire Science and Engineering
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    • v.33 no.2
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    • pp.30-38
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    • 2019
  • Tracking, which is one of the main causes of electrical fires, is perceived as a physical phenomenon of electrical discharge. Hence tracking should be explained based on electric field analysis, conduction path by electron generation, and gas discharge physics. However, few papers have considered these details. This paper proposes a tracking mechanism including their effects on tracking progress. In order to prove this mechanism, a tracking experiment, an electric field analysis for the carbonization evolution model, and an explanation of the tracking process by gas discharge physics were conducted. From the tracking experiment, the current waveforms were measured at each stage of the tracking progress from corona discharge to tracking breakdown. The electric field analysis was carried out in order to determine the electric field on the surface of a dry-band and the high electric field region for electron generation during the generation and progress of carbonization. In this paper, the proposed tracking mechanism consisted of six stages including electron avalanche by corona discharge, accumulation of positive ions, expansion of electron avalanche, secondary electron emission avalanche, streamer, and tracking by conductive path. The pulse current waveforms measured in the tracking experiment can be explained by the proposed tracking mechanism. The results of this study will be used as the technical data to detect tracking phenomenon, which is the cause of electric fire, and to improve the proof tracking index.

Analysis of the Danmu Phenomenon on the Chinese Video Platform Bilibili - Focused on Henry Jenkins' Concept of Participatory Culture (중국 동영상 플랫폼 Bilibili의 탄막 현상 분석- 헨리 젠킨스의 참여문화 개념을 중심으로)

  • HUANG SHIYI;Kwon Hochang
    • Trans-
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    • v.15
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    • pp.81-104
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    • 2023
  • This paper analyzes the danmu phenomenon with the concept of participatory culture proposed by Henry Jenkins. Unlike other comments, Danmu is a function that allows users to post anonymously while watching a video, and comments posted at that time are immediately displayed on the screen and can be viewed by other viewers. The service was first launched by Niconico. In this paper, the danmu phenomenon in the Chinese video platform Bilibili is analyzed by focusing on three aspects. First, in terms of creative sharing under collective intelligence, we explore how users create their own creations and share them with other users through danmu. Second, in the collaboration model under public participation, the method and meaning of collective cooperation through users' interaction is dealt with. Third, in terms of financial support of commercial capital, the influence of danmu videos to create commercial profits is analyzed as a case. In addition, the negative aspects and challenges of participatory culture in Bilibili are analyzed. Negative aspects such as participation gap, copyright infringement, excessive use of danmu and problems of anonymity were reviewed, and major challenges to realize the potential of danmu as a participatory culture were suggested. This paper comprehensively analyzes danmu using research methods such as literature review and case studies, and through this, tries to derive insights on how participatory culture and danmu interact and evolve in modern society. Danmu, as a participatory medium, is an important tool that promotes individual and collective creation and interaction, and is pioneering a new boundary between the media industry and its users.

The Tool to Design Sustainable Business Models: A Case Study for the Social Ventures (지속가능한 비즈니스모델 설계 도구: 소셜벤처 사례를 중심으로)

  • Park, JaeWhan;Jeon, Hyejin
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.1
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    • pp.187-198
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    • 2019
  • The purpose of this study is to seek ways of utilizing TLBMC by understanding business model of social ventures that are accompanied by social and environmental as well as economic missions. In order to achieve this, business models from economic, environmental and social perspectives will be analyzed, and we seek to enhance sustainability of social venture entrepreneurs. As the analysis tool, TLBMC(Triple Layered Business Model Canvas) expands upon the business model canvas that is widely utilized and recognizes economical terms. The TLBMC is proposed by Joyce, A., & Paquin, R. L.(2016) to help achieve a holistic view with horizontal and vertical associations. The study tries to overcome limitations of previous studies and observe a variety of economic, environmental, and social perspectives that social ventures should have with the TLBMC. As a result, it has the following implications; Firstly, creating separate social, environmental and economic business model canvas helps a business to have a holistic approach. Secondly, it was found that social venture characteristics of environmental and social perspectives were applied in practice. Lastly, we have established experience data on social venture business model. This study focuses on the opinions, the meanings and the subjective views of the participants. As a result, conclusions are drawn by the researchers ' assertions and has limitations as a research on case studies. However, this study will help people who are preparing or studying social ventures to have economic, environmental, and social perspectives. Also, redefinition of the direction and value of entrepreneurs operating social ventures, such as vision and mission, will help clarify the roles and responsibility of organizations. As a fundamental step for future empirical studies, this study could be the base for social venture business model studies.

Developing Maker Competency Model and Exploring Maker Education Plan in the Field of Elementary and Secondary Education (메이커 역량 모델 개발 및 초·중등 교육 현장에서의 메이커 교육 방안 탐색)

  • Yoon, Jihyun;Kim, Kyung;Kang, Seong-Joo
    • Journal of The Korean Association For Science Education
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    • v.38 no.5
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    • pp.649-665
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    • 2018
  • In this study, we extracted the core competencies of makers through the analysis of critical incident technique and behavioral event interview to explore the nature and attributes of maker education, and then we developed a maker competency model based on these core competencies. As a result, six competency groups and 23 sub-competencies were extracted. In other words, we were able to confirm the existence of integrated thinking competency group consisting of four competencies made up of 'analytic thinking', 'intuitive thinking', 'visual thinking', and 'empirical thinking' and that of collaborative competency group with four competencies of 'sharing', 'communication', 'conflict management', and 'scrupulosity'. In addition, we could also confirm the existence of making mind competency group, which is composed of four competencies namely 'interest in various areas', 'challenge consciousness', 'failure management', and 'pleasure of the making process'. We could also confirm that human-centered competence group consisting of two competencies of 'humanity' and 'user-oriented' and the problem-finding competence group consisting of two competencies of 'observation' and 'recognition of discomfort in daily life'. Lastly, the making practice competency group is composed of seven competencies: 'understanding making tool', 'understanding electricity', 'understanding programming', 'planning', 'hand knowledge', 'information search', and 'direct execution'. We discussed educational implications of these findings.

Application Strategies of Superintelligent AI in the Defense Sector: Emphasizing the Exploration of New Domains and Centralizing Combat Scenario Modeling (초거대 인공지능의 국방 분야 적용방안: 새로운 영역 발굴 및 전투시나리오 모델링을 중심으로)

  • PARK GUNWOO
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.19-24
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    • 2024
  • The future military combat environment is rapidly expanding the role and importance of artificial intelligence (AI) in defense, aligning with the current trends of declining military populations and evolving dynamics. Particularly, in the civilian sector, AI development has surged into new domains based on foundation models, such as OpenAI's Chat-GPT, categorized as Super-Giant AI or Hyperscale AI. The U.S. Department of Defense has organized Task Force Lima under the Chief Digital and AI Office (CDAO) to conduct research on the application of Large Language Models (LLM) and generative AI. Advanced military nations like China and Israel are also actively researching the integration of Super-Giant AI into their military capabilities. Consequently, there is a growing need for research within our military regarding the potential applications and fields of application for Super-Giant AI in weapon systems. In this paper, we compare the characteristics and pros and cons of specialized AI and Super-Giant AI (Foundation Models) and explore new application areas for Super-Giant AI in weapon systems. Anticipating future application areas and potential challenges, this research aims to provide insights into effectively integrating Super-Giant Artificial Intelligence into defense operations. It is expected to contribute to the development of military capabilities, policy formulation, and international security strategies in the era of advanced artificial intelligence.

Analysis of the Influence of Role Models on College Students' Entrepreneurial Intentions: Exploring the Multiple Mediating Effects of Growth Mindset and Entrepreneurial Self-Efficacy (대학생 창업의지에 대한 롤모델의 영향 분석: 성장마인드셋과 창업자기효능감의 다중매개효과를 중심으로)

  • Jin Soo Maing;Sun Hyuk Kim
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.5
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    • pp.17-32
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    • 2023
  • The entrepreneurial activities of college students play a significant role in modern economic and social development, particularly as a solution to the changing economic landscape and youth unemployment issues. Introducing innovative ideas and technologies into the market through entrepreneurship can contribute to sustainable economic growth and social value. Additionally, the entrepreneurial intentions of college students are shaped by various factors, making it crucial to deeply understand and appropriately support these elements. To this end, this study systematically explores the importance and impact of role models through a multiple serial mediation analysis. Through a survey of 300 college students, the study analyzed how two psychological variables, growth mindset and entrepreneurial self-efficacy, mediate the influence of role models on entrepreneurial intentions. The presence and success stories of role models were found to enhance the growth mindset of college students, which in turn boosts their entrepreneurial self-efficacy and ultimately strengthens their entrepreneurial intentions. The analysis revealed that exposure to role models significantly influences the formation of a growth mindset among college students. This mindset fosters a positive attitude towards viewing challenges and failures in entrepreneurship as learning opportunities. Such a mindset further enhances entrepreneurial self-efficacy, thereby strengthening the intention to engage in entrepreneurial activities. This research offers insights by integrating various theories, such as mindset theory and social learning theory, to deeply understand the complex process of forming entrepreneurial intentions. Practically, this study provides important guidelines for the design and implementation of college entrepreneurship education. Utilizing role models can significantly enhance students' entrepreneurial intentions, and educational programs can strengthen students' growth mindset and entrepreneurial self-efficacy by sharing entrepreneurial experiences and knowledge through role models. In conclusion, this study provides a systematic and empirical analysis of the various factors and their complex interactions that impact the entrepreneurial intentions of college students. It confirms that psychological factors like growth mindset and entrepreneurial self-efficacy play a significant role in shaping entrepreneurial intentions, beyond mere information or technical education. This research emphasizes that these psychological factors should be comprehensively considered when developing and implementing policies and programs related to college entrepreneurship education.

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Physical Interactive Game on the Digital Desk (디지털 데스크상의 체감형 게임 구현)

  • Chung, Jee-Hoon;Yun, Tae-Soo;Lee, Dong-Hoon;Yang, Hwang-Kyu
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.11-18
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    • 2005
  • Recently, as one method of the game manipulation, physical interactive game is increasing, which controls the program by direct human movement. Tangible interface for physical interactive game implementation can control virtual model directly through real world object. A digital desk, one of the tangible interface, offers the interface that human can manipulate virtual object directly, by making projection screen on real world desk as computer display device. In this paper, we implement "Battle Region" game in the form of tangible interface, which can offer game users an efficient and amusing experiences by the use of physical interactive game. Traditional game cannot pursuit the diversity of game background contents but our game can do it through Map image projection. From this, game provider can supply the diversity of choice and users ran set up the difficulty of game. Therefore, our implemented game can offer users an efficient and amusing experiences by making game user's challenge and satisfaction maximum.

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How Educational Satisfaction and Relational Support Affect Self-Efficacy and Entrepreneurship of Korean Secondary School Students (교육만족도와 관계적 지원이 한국 고등학교학생들의 자기효능감과 기업가정신에 미치는 영향에 관한 연구)

  • Yang, Jun-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.11
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    • pp.573-583
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    • 2017
  • The purpose of this study is to ascertain the effect of both educational satisfaction and relational support on the self-efficacy of secondary school students and then eventually on their entrepreneurship. Testing self-efficacy as a mediator is another aim of this study. The findings indicated that both educational satisfaction and relational support have positive relationships with the self-efficacy of students. Self-efficacy also had a positive impact on entrepreneurship. The core part of this study focuses on the role of both educational satisfaction and relational support in fostering the self-efficacy and entrepreneurship of secondary school students. These results can serve as practical guidance when making decisions regarding the adequate pedagogy for secondary school students in order to promote entrepreneurship among the adolescents.

E-Business and Transaction Cost: Applications to Environment and Glocalization (e-비즈니스와 거래비용: 환경과 글로컬화에의 적용)

  • Lee, Sang-Ho;Cho, Sumi
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.109-119
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    • 2013
  • Recent lifeline with Internet and smart-phone is a new ICT-based revolution that has transformed the structure of economics and business activities in digital economy. This paper deals with some economic perspectives on the conceptual concerns on transaction costs and its applications to energy and environments, and glocalization strategies of e-business. First, we consider substantial differences between offline and online channel transactions and categorize three different aspects of transaction costs in the purchasing process in both channels. Second, we examine the impacts of e-business that affect sustainable environments and provide some considerations on energy savings, product-process design, and logistics. Finally, we present some opportunities and challenges posted by global e-business and outline the economics of networking in achieving enhanced performance and competitive advantage through glocalization strategies of e-business.