• Title/Summary/Keyword: 매개적 역할

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The Impact of Self-efficacy on Job Engagement and Job Performance of SMEs' Members: SEM-ANN Analysis (중소기업 조직구성원의 자기효능감이 직무열의와 직무성과에 미치는 영향: 구조모형분석-인공신경망 분석의 적용)

  • Kang, Tae-Won;Lee, Yong-Ki;Lee, Yong-Suk
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.13 no.6
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    • pp.155-166
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    • 2018
  • The purpose of this study is to analyze the impact of self-efficacy of SMEs' organization members on job engagement and job performance, and to analyze the difference between gender and marital status by applying SEM-ANN analysis. To accomplish the study purpose, 285 valid samples were collected from 400 SMEs' organization members and analyzed. In this study, self - efficacy consisted of three sub-dimensions: self-confidence, self-regulation efficacy, and task difficulty preference. As a result of the analysis, self - efficacy such as self-confidence, self-regulation efficacy, and task difficulty preference had a positive direct effect on job engagement. In addition, self-efficacy and self-control efficacy have a positive effect on job performance, but the preference of task difficulty has no significant effect. In addition, job engagement has a positive(+) effect on job performance, and has a mediating role in the relationship between self-efficacy and job performance. Also, married males preferred self-regulation efficacy, while females preferred self-regulation and self-control efficacy regardless of marital status. The purpose of this study is to present the framework of self-efficacy-job engagement-job performance of SMEs by measuring the self-efficacy related researches mainly in education and service industries, and is meaningful that companies can help to find the basis of management of organization members by gender and marital status of organization members. In addition, the SEM-ANN analysis process of this study is different in that it explains the nonlinear (nonobservative) relationship that can analyze the influence or the combination of the reference variables in the linear (compensatory) relation using the SEM.

The 50th Anniversary of the UNESCO World Heritage Convention: present status and challenges (유네스코 세계유산 협약 50주년, 현재 및 과제)

  • LEE Hyunkyung ;YOO Heejun ;NAM Sumi
    • Korean Journal of Heritage: History & Science
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    • v.56 no.2
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    • pp.264-279
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    • 2023
  • The 50th anniversary of the UNESCO World Heritage Convention was in 2022. In order to reflect on the present and future of the meaning of World Heritage, this paper examines the development and changes of the UNESCO World Heritage system. After promulgating the convention in 1972, the UNESCO World Heritage system prioritized the protection of heritage sites in the world that were at risk due to armed conflicts and natural disasters to bequeath heritage to the next generation. In addition, the UNESCO World Heritage's emphasis on Outstanding Universal Value represents the particular culture of human beings formed during a certain period of time, and acts as a significant source of soft power in public diplomacy. The UNESCO World Heritage might be perceived as a shared heritage that has not only become a channel to understand various national values, but also an effective medium to convey one of UNESCO's main principles, that is, peacebuilding. However, the UNESCO World Heritage is now at the center of conflicts of heritage interpretation between many stakeholders related to invisible wars, such as cultural wars, memory wars, and history wars as the social, political, and cultural contexts concerning World Heritage have dramatically shifted with the passing of time. Paying attention to such changing contexts, this paper seeks to understand the main developments in UNESCO World Heritage's discourse concerning changes to the World Heritage Operation Guidelines and heritage experts' meetings by dividing its 50-year history into five phases. Next, this paper analyzes the main shifts in keywords related to UNESCO World Heritage through UNESDOC, which is a platform on which all UNESCO publications are available. Finally, this paper discusses three main changes of UNESCO World Heritage: 1) changes in focus in World Heritage inscriptions, 2) changes in perception of World Heritage protection, and 3) changes of view on the role of the stakeholders in World Heritage. It suggests new emerging issues regarding heritage interpretation and ethics, climate change, and human rights.

The Effect of Service Failure on the Desire for Betrayal and Retaliatory Behavior - Based on the Moderating Role of the Customer-Service Firm Relationship Quality (서비스 실패요인이 보복행위에 미치는 영향과 관계품질의 조절효과)

  • Kim, Mo Ran;Ahn, Kwang Ho
    • Asia Marketing Journal
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    • v.14 no.1
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    • pp.99-130
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    • 2012
  • Service failure and a poor service recovery may lead loyal customers to try to aggressively punish the service firm. We use perceived betrayal and desire for vengeance as the key constructs to understand customer retaliation. Perceived betrayal is defined as a customer's belief that a firm has intentionally violated what is normative in the context of their relationship. And the desire for vengeance is defined as the retaliatory feelings that consumers feel toward a firm, such as the desire to exert harm on the firm. The perceived betrayal and the desire for vengeance are key antecedents of retaliatory behaviors such as vindictive complaining, negative WOM and third-party complaining for publicity. The empirical results suggest that betrayal is a key motivational factor that lead customers to restore fairness by making use of all means, including retaliation. We also find that relationship quality has effect on a customer's response to a failure in service recovery. As the levels of relationship increases, a violation of the proper fairness has a stronger effect on the sense of betrayal experienced by customers. Considerable research has investigated consumer responses to dissatisfaction. But our study examine the response of outraged and highly frustrated consumers. We focus on emotional and behavioral processes that have not been covered by previous dissatisfaction researches and which are unique to outraged consumers caused by extremely dissatisfied purchase experience. It has recently been pointed out by various mass media that the customers not only have positive effects on the company performance but also put the company in crisis. It has often been reported that one customer's dissatisfaction, for example, never ends as it is, and it tends to grow for retaliating upon the company, depending on the level of seriousness of the dissatisfaction. This sometimes leads to a lawsuit against the company. Our study focuses on the customers' emotional and behavioral responses induced by their extreme dissatisfactions. We divided the customer groups into the customers with high relationship quality and the customers with low relationship quality, and the difference between two groups is examined. The objective of this study is to comprehend the causal relationship between the feeling of betrayal caused by the service failure and the retaliatory behavior triggered by the desire of revenge. Our study is divided into three parts. First, a causal relationship between perceived unfairness and the perceived betrayal and desire for revenge. Second, the effect of the perceived betrayal and desire for revenge on the retaliatory behavior is investigated. Finally, the moderating role of relationship quality in the causal relationship between the unfairness in service recovery and the perceived betrayal is analyzed. This study finds the following empirical results. The distributive unfairness, procedural unfairness and interactional unfairness had significant effects on the perceived betrayal. Especially, the perceived distributive unfairness results in the highest perceived betrayal. When the service company does not provide customers proper and sufficient compensation for the failure, they feel the strong sense of betrayal. And in the causal relationship between the perceived betrayal, desire for revenge and retaliatory behavior, the perceived betrayal has significant effects on e desire for revenge. In addition desire for revenge has significant effects on negative word of mouth, retaliatory complaining behavior and publicity of complaints through third group. Therefore the perceived unfairness has effects on retaliatory behavior through the mediation of the perceived betrayal and desire for revenge. Finally the moderating role of relationship quality was examined in the relationship between the unfairness and perceived betrayal. If the customers experienced the perceived unfairness in the process of service recovery, the customers with high relationship quality feel the stronger perceived betrayal than the customers with low relationship quality do. When they experience the double service failure, the customer group with high relationship quality accumulating the sense of trust feel the more perceived betrayal than the customer with low relationship quality who do not have strong trust. The contribution of this study is to find the effect of the service failure on the retaliatory behavior with the moderating roles of relationship quality. The dimensions of unfairness in service recovery is found to have differential effects on the perceived betrayal, desire for revenge. And these differential effect is moderated by the level of relationship quality.

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The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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Anisotrpic radar crosshole tomography and its applications (이방성 레이다 시추공 토모그래피와 그 응용)

  • Kim Jung-Ho;Cho Seong-Jun;Yi Myeong-Jong
    • 한국지구물리탐사학회:학술대회논문집
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    • 2005.09a
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    • pp.21-36
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    • 2005
  • Although the main geology of Korea consists of granite and gneiss, it Is not uncommon to encounter anisotropy Phenomena in crosshole radar tomography even when the basement is crystalline rock. To solve the anisotropy Problem, we have developed and continuously upgraded an anisotropic inversion algorithm assuming a heterogeneous elliptic anisotropy to reconstruct three kinds of tomograms: tomograms of maximum and minimum velocities, and of the direction of the symmetry axis. In this paper, we discuss the developed algorithm and introduce some case histories on the application of anisotropic radar tomography in Korea. The first two case histories were conducted for the construction of infrastructure, and their main objective was to locate cavities in limestone. The last two were performed In a granite and gneiss area. The anisotropy in the granite area was caused by fine fissures aligned in the same direction, while that in the gneiss and limestone area by the alignment of the constituent minerals. Through these case histories we showed that the anisotropic characteristic itself gives us additional important information for understanding the internal status of basement rock. In particular, the anisotropy ratio defined by the normalized difference between maximum and minimum velocities as well as the direction of maximum velocity are helpful to interpret the borehole radar tomogram.

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Effectiveness of Esophageal Ultrasonography Surgical Therapy of Esophageal Cancer (식도암 수술에서 식도내시경초음파(EUS) 진단의 효용성)

  • Jung, Jae-Seung;Lee, Sung-Ho;Cho, Seong-Joon;Son, Ho-Sung;Sun, Kyung;Kim, Kwang-Taik;Kim, Hyoung-Mook
    • Journal of Chest Surgery
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    • v.36 no.2
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    • pp.91-97
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    • 2003
  • With the advent of stage-adapted multimodal regiments for esophageal malignancy, accurate staging has become of utmost importance. Endoscopic ultrasono graphy(EUS) i.: a diagnostic method for the local staging of esophageal cancer, in particular for T and N evaluation. The aim of this study was to examine the diagnostic efficacy of the EUS and to evaluate the relation between prognosis and EUS findings. Material and Method : We reexamined the cases of 88 consecuitive patients who underwent transthroacic esophagectomy and cervical esophagogastrostomy for esophageal cancer from January 1991 to July 2001 We compared EUS findings, histological results and outcomes. Result : There were 83 male(94.3%) and 5 female. Median age was 61.3 years old. Overall staging accuracy were 59.0% for T staging and 76.0% for N staging, In early T staging group, the accuracy was 74.9% except 74 stage. However significant differences were not found in the ability of EUS-determined T-stage and N-Stage to predict survival. Multivariate analysis showed EUS-stage to predict survival. Conclusion : EUS provides a high degree of accuracy in assessing both T and N parameters in staging esophagal cancer. EUS should be performed in all patients with esophageal cancer, not only for staging before therapy, but also as a valuable method of determining prognosis.

The Change of the Knowledge Field in a Transition Period based on the Transition of the Status of Chinese Novels - Focusing Liang Qichao's Assertion, the Revolution of the Novel World (중국소설의 위상 변천으로 본 과도기 지식 장(場)의 변화 - 양계초(梁啓超)의 소설계혁명(小說界革命)을 중심으로 -)

  • Jung, Sun Kyung
    • (The)Study of the Eastern Classic
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    • no.55
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    • pp.115-145
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    • 2014
  • In this paper, the transition of the status of Chinese novels and the change of the knowledge field in the modern times from the end of 19th century to the early 20th century, the transition period between the tradition and the modern times, have been investigated based on Liang Qichao's assertion of the Revolution of the Novel World. How the traditional novels have been evaluated, how modern novels enlightened a people and changed the political society, and what role novels acted in the change of the knowledge field are investigated. Especially I looked into the accumulations of knowledge and changes inside China which were overlooked in the previous researches which focused on the inflow of the Western culture and its impact on Chinese culture. Firstly the evaluation and classification of the traditional novels are considered. Because the transition of the status of novels and the classification method of the catalog of books are tightly coupled with the change of academic ideologies. Later I tried to understand novels as a way of thinking the modern times with a discussion on the changes of modern knowledge society and the consideration of Liang Qichao's Revolution of the Novel World in the two viewpoints, i.e. the relationship between novels and political society, and novels and the style of writing. Liang Qichao raised novels to the topmost position of literature. He pushed the traditional poetry off the top position and replaced it with popular novels. As the outside impact of Western culture made Chinese novels a tool for enlightening the ignorant people and the medium of propagating the knowledge, the status of novels was elevated to the highest level which novels had never reached in the past. With the limitation that the valuation was not based on the aesthetic appreciation of art but based on the value for politics and society, novel was a discourse of life and death to save the country and a container of knowledge to rebuild the people's mind and convert the crisis of the national ruin.

A study on the modernization of 'Kokdugaksinorum' (<꼭두각시놀음>의 현재화 방안 연구 - 극단 '사니너머'의 <돌아온 박첨지 시즌2>를 중심으로 -)

  • Choe, Yunyoung
    • (The) Research of the performance art and culture
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    • no.32
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    • pp.71-106
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    • 2016
  • This study analyzes the current work of the traditional theater around 'Back Parkcheomji(season2)' of theatre troupe 'Saninomou'. 'Back Parkcheomji(season2)' has proved that it is possible modernization while at the same time preserving the traditional theater. As a result, 'Back Parkcheomji(season2)' regained the spirit of contemporary social criticism and reality inherent in Kokdugaksinorum. The performance are beyond the traditional production method, which has created a new performance aspects. 'Back Parkcheomji(season2)' has created the puppets like this 'Kimga' 'Seweolho' 'Ryukbang' 'Chourani'. Traditional and creative dolls has criticized our modern society at the same stage. On the other hand, plays such as tightrope, Pungmul, Burna confirmed the spirit of Namsadangpae, and gave a dramatic fun. 'Back Parkcheomji(season2)' has dual stage. The dual stage will produce a magnificent spectacle, and has provided a variety of attractions. 'Back Parkcheomji(season2)' re-created the traditional theater of Namsadangpae in vivid contemporary version. The performance has made the opportunity to think again about the value of classical and allowed to recognize the new phase of classical theater.

Development of Wooden Coffin(木棺) and Chamber(木槨) Tombs in Gyeongju(慶州) and Sarokuk(斯盧國) (경주지역 목관·목곽묘의 전개와 사로국)

  • Lee, Ju Heun
    • Korean Journal of Heritage: History & Science
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    • v.42 no.3
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    • pp.106-130
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    • 2009
  • The aim of this paper is analysis of structure and development pattern about wooden coffin and chamber tombs in Gyeongju from the 2nd century B.C. to the 3rd century A.D. for researching to socio-political tendency and growth process of Sarokuk. Tombs buried with iron objects were built in Youngnam(嶺南) from the 2nd century B.C. with spread wooden coffin with stone mound(積石木棺墓). Also medium or small sized wooden coffin tombs buried with bronze mirror of western Han(前漢) and soft stoneware(瓦質土器) were appeared the 2nd century B.C. in Gyeongju, because of establishment of Han's commanderies(漢郡縣) in the Korean Peninsula and refuge from Daedong river(大同江) to Jinhan(辰韓). Separate tombs(獨立墓) with lots of bronze object ware assumed high ranked tombs of parsonage(司祭王) or local chief(地域首長). From the 2nd century A.D. the size of wooden coffin tombs became enlarged and funerary objects ware abundant, for example Sarari 130th tomb(舍羅里 130號). The burying pattern of this tomb is similar to wooden chamber tombs in Lelang(樂浪), which had prestige goods like lacquer ware and bronze mirror in wood box(木匣) beside coffin. Appearance of these wooden chamber tombs that were different from original wooden coffin tombs imply interaction between Lelang and these area with iron. Sarari community that held right of trade and distribution to outside through the geographical advantage grew up centered position in Gyeongju politically, socially, and culturally. Chamber in tomb as a new structural notion that can secure funerary objects became firmly was established from the 2nd century A.D. in Gyeongju and large sized wooden chamber tombs were generally built early of the 3rd century A.D. This tendency was reflected in stratification of community and growth as center of local state. After late of the 3rd century A.D. Gyeongju type wooden chamber tomb(慶州式木槨墓) which had subordinate outer coffin(副槨) was appeared and then subordinate outer coffin was as bigger as main chamber(主槨) the 4th century A.D., because of centralization and stratification in society and unification of various communities among the Gyeongju area.

A Study on the Meaning of Zelkova serrata as a Medium of Place Memory - Focused on the Natives of the Village and the Migrant of Keangnam Apartment in Dogok-dong - (장소기억의 매개로서 느티나무의 의미 고찰 - 역말 원주민과 도곡동 경남아파트 이주민을 중심으로 -)

  • Hamm, Yeon-Su;Sung, Jong-Sang
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.39 no.3
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    • pp.42-55
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    • 2021
  • This study investigated the memories of the natives and the migrants who had been living with the 760-year-old Zelkova serrata located in the Keangnam Apartment Complex in Dogok 1-dong. Place memory is a newly illuminated concept since the 1980s, and is also used as a new research methodology for studying and recording multi-layered memories left in a place based on feelings and traces of vivid memories. The urban development of Gangnam, which began in the 1970s, quickly changed rural to apartment complexes. The natives of Yeokmal were scattered throughout the country, and new migrants moved in. In the process, zelkova serrata was managed in different ways from time to time, and residents also establish relationship in different ways. Natives used to take a rest in the tree or swing at Dan-o, and recognized it as a place to receive the god during the village ritual. In other words, they shared the entire process of life and death and were given various roles depending on the lives of the residents. It is also a direct experience that was experienced in detail and a place where collective memories of residents are melted. On the other hand, with the construction of Keangnam Apartment, the management of zelkova tree has become stricter, making it impossible for migrants to access. Migrants have come to enjoy zelkova serrata visually, and the annual Yeokmal Traditional Festival makes common memories in the city. In addition, many people personified trees and received mental comfort. In addition, the nature of the old big tree was highlighted in the background of the city, and the symbol of "uniqueness and speciality" was newly formed, which led to the formation of pride and attachment. Through the memories of the two subjects' zelkova tree, we were able to examine the memories of the tree value, and management of protected tree in the city.