• Title/Summary/Keyword: 메타이론

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A Meta-analysis and Review of External Factors based on the Technology Acceptance Model : Focusing on the Journals Related to Smartphone in Korea (기술수용모델 선행요인에 관한 문헌적 고찰 및 메타분석)

  • Nam, Soo-Tai;Shin, Seong-Yoon;Jin, Chan-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.4
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    • pp.848-854
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    • 2014
  • A Meta-analysis refers to a statistical literature synthesis method from the quantitative results of many known empirical studies. We conducted a meta-analysis and review of external factors based on the technology acceptance model for Smartphone-related researches. This study surveyed 106 research papers that established causal relationships in the technology acceptance model published in Korean academic journals during 2008 and 2013. The result of the meta-analysis might be summarized that the playfulness has the highest effect size in the path from external factors to the perceived usefulness, with the effect size(0.536). Also the self efficacy showed the highest effect size(0.626) in the path from external factors to the perceived ease of use. Based on these findings, several theoretical and practical implications were suggested and discussed with the difference from previous researches.

A Meta-Analysis on the Effect of the Strengths-Focused Group Program (강점중심 집단프로그램의 효과성에 관한 메타분석연구)

  • Park, Jung-Im
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.530-538
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    • 2016
  • This study was to examine the effectiveness of Strengths-Focused Group Program in Korea by using method of Meta-analysis. For the purpose of the study, master's theses, doctoral dissertations, and journal articles published in Korea up to August, 2016 were systematically reviewed. As a result, a total of 25 studies were eligible for the inclusion criteria. The mean effect sizes and test for homogeneity of effect size(Q-statistic) were analyzed by using Comprehensive Meta-Analysis software 2.0. The main findings of the study were as follows. First, the average effect sizes for Strengths-Focused Group Program were ES=1.400 of Psychological Wellbeing, ES= 1.104 of School Adjustment, ES= 0.908 of Self-Esteem. Second, the moderate variables of the effect size for Strengths-Focused Group Program was 'age' of ' a characteristic of the program', and 'the major of group leader'. Based on the study results, the research and practice implications were discussed.

A Preliminary Study on Design of Meta-evaluation Model for the Maritime Traffic Safety Assessment (해상교통안전진단의 메타평가 모형설계에 관한 기초연구)

  • Cho, Kyung-Min;Kong, Gil-Young;Kim, Bu-Young;Cho, Ik-Soon
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2012.10a
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    • pp.169-170
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    • 2012
  • The efforts for improving 'Maritime Traffic Safety Assessment Scheme(MTSA scheme)' have continued to the present since May 27th, 2009. But recently, there's a controversy about whether it has been performed properly or the results is significant. These new discussions were arose from lack of validity and appropriateness we had yet to find. At this point, it needs to establish sound MTSA scheme through the comprehensive review. This research developed a suitable meta-evaluation model for MSTA with applying theory of the teta-evaluation, that is the evaluation of evaluations and verified by using meta-evaluation methods like as literature studies, expert reviews, surveys and etc. The results of this study can be used to evaluate MTSA activities and it will contribute to improving MTSA scheme.

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Comparative analysis of metaverse platform according to function: focusing on industrial applicability (기능에 따른 메타버스 플랫폼 비교분석: 산업적용 가능성을 중심으로)

  • Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.617-625
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    • 2022
  • This study attempted to compare and analyze metaverse platforms according to their functions. The five metaverse platform was selected and comparatively analyzed through in-depth interviews with experts. As a result of the research, first, Roblox allows you to create and customize your own avatar, provides studio functions for free, and allows you to enjoy private games with friends. Second, Zepeto can create an avatar with one selfie and provides a creative studio function. Third, in Fortnite, it is possible to create in-game characters, purchase and wear items provided in the game, and play games with friends in Creative Mode. Fourth, in Gather Town, networking with users in virtual space is possible, and your own avatar customization and desired virtual space template are provided. Finally, Facebook Horizon participates in the virtual world Horizon with its own avatar that you decorate yourself, and it can function as a world builder, and you can set up a billboard in virtual reality or a virtual store. The value of this study provided a theoretical basis that can be applied to the future industry through the characteristics of the metaverse platform.

Metaverse App Market and Leisure: Analysis on Oculus Apps (메타버스 앱 시장과 여가: 오큘러스 앱 분석)

  • Kim, Taekyung;Kim, Seongsu
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.37-60
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    • 2022
  • The growth of virtual reality games and the popularization of blockchain technology are bringing significant changes to the formation of the metaverse industry ecosystem. Especially, after Meta acquired Oculus, a VR device and application company, the growth of VR-based metaverse services is accelerating. In this study, the concept that supports leisure activities in the metaverse environment is explored realting to game-like features in VR apps, which differentiates traditional mobile apps based on a smart phone device. Using exploratory text mining methods and network analysis approches, 241 apps registed in the Oculus Quest 2 App Store were analyzed. Analysis results from a quasi-network show that a leisure concept is closely related to various genre features including a game and tourism. Additionally, the anlaysis results of G & F model indicate that the leisure concept is distictive in the view of gateway brokerage role. Those results were also confirmed in LDA topic modeling analysis.

A Study on the Application Direction of Financial Industry Metaverse Platform to secure MZ Generation Contact Points (MZ 세대 접점 확보를 위한 금융권 메타버스 플랫폼 활용 방향 연구)

  • Ki-Jung Ryu;Ki-Bum Park;Sungwon Cho;Dongho Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.127-137
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    • 2023
  • COVID-19 has not only affected all sectors of society, economy and politics, but also had a huge impact on industry. The non-face-to-face exchange method was essential to prevent infectious diseases, and the generation who experienced it recognizes the importance of a platform that can be quickly accessed anytime, anywhere, and attention is focused on the Metaverse that can accommodate it well. Each financial industry uses a differentiated metabus platform strategy, focuses on new customer service and revenue generation, and is also used as an internal and external communication channel. This paper analyzes the theoretical background of the financial sector metaverse and domestic and international cases, and studies and describes the direction of using the financial sector metaverse platform to secure MZ generation contact points.

The Effect of Metacognition on Employees Agility: Focusing on the Serial Multiple Mediation of Role Breadth Self-efficacy and Learning Agility (메타인지가 구성원 민첩성에 미치는 영향: 역할확장 자기효능감과 학습민첩성의 직렬다중매개를 중심으로)

  • Kwon, Ki-Jung;Shin, Je-Goo
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.379-402
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    • 2022
  • The purpose of this study was to verify the effectiveness of the employee metacognition and it's positive effect on employee agility. Also it aims to investigate the mechanism through the cascading multi-mediating effect through the role breadth self-efficacy and learning agility in such a relationship. In order to solve the common-method bias, independent and dependent variables were measured with time lag, and the relationship between variables was clearly verified by applying the position and the length of time worked with the supervisor as control variables. In testing the hypothesis, 478 questionnaires collected from whom worked at the company has more than 300 office workers in various industries were analyzed. As the result, firstly metacognition had a significant positive(+) effect on employee agility. Second, role breadth self-efficacy was found to positively mediate the relationship between metacognition and employee agility. Third, learning agility was found to mediate metacognition and employee agility positively(+). Fourth, metacognition serially mediates role breadth self-efficacy and learning agility, and the positive(+) effect on employee agility was verified. In addition, metacognition had a greater effect on member agility when passing through role breadth self-efficacy and learning agility rather than the direct effect on employee agility.

Effects of Metaverse Experience Factors(4Es) on Perceived Value and Intention to Continue Use

  • Ji-Hee Jung;Jae-Ik Shin
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.8
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    • pp.187-194
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    • 2023
  • Recently, a lot of discussions are underway in the field of introducing new technologies about the rapidly growing metaverse. However, the degree of acceptance of metaverse users at the beginning of the introduction is different from expectations, so research should be conducted for the continuous use of current real users and service success. In this study, we would like to investigate the relationship between four experience factors according to Metaverse's experiential economy theory, and perceived value and intention to continue use. A survey was conducted on metaverse real-life veterans, and 177 questionnaires were finally analyzed. The collected data were empirically analyzed using SPSS 25.0 and AMOS 21.0. As a result; First, it was found that all the experience factors of the metaverse had a positive effect on the perceived value. Second, all of the experience factors of metaverse were found to have a positive effect on the intention to continue use. Third, perceived value was found to have a positive effect on the intention to continue use. Based on the analysis results, the implications and limitations of this study were presented. Based on the analysis results, metaverse should provide and develop various experience factors differentiated from reality to users. In addition, providing an experience environment and value that metaverse users can perceive will increase users' intention to continue using it.

A Study on the Concept and Characteristics of Metaverse based NFT Art - Focused on <Hybrid Nature> (메타버스 기반 NFT 아트 작품 사례 연구 - <하이브리드 네이처>를 중심으로)

  • Bosul Kim;Min Ji Kim
    • Trans-
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    • v.14
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    • pp.1-33
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    • 2023
  • In the Web 3.0 era, the third generation of web technologies that uses blockchain technology to give creators ownership of data, metaverse is a crucial trend for developing a creator economy. Web 3.0 aims for a value in which content creators are compensated from participation without being dependent on the platform. Blockchain NFT technology is crucial in metaverse, a vital component of Web 3.0, to ensure the ownership of digital assets. Based on the theory that investigates the concept and characteristics of metaverse, this study identifies five features of the metaverse based NFT art ①'Continuity', ②'Presence', ③ 'Concurrency', ④'Economy', ⑤ 'Application of technology'. By focusing on metaverse based NFT art <Hybrid Nature> case study, we analyzed how the concepts and characteristics of the metaverse and NFT art were reflected in the work. This study focuses on the concept of NFT art, which is emerging at the intersection of art, technology and industry, and emphasizes the importance of finding creative, aesthetic, and cultural values rather than the NFT art's potential for financial gain. It is still in its early stage for academic studies to focus on the aesthetic qualities of NFT art. Future academics and researchers can find this study to gain deeper understanding of the traits and artistic, creative aspects of metaverse based NFT art.

Meta-model-based Design Method for Frequency-domain Performance Reliability Improvement (주파수 영역에서의 성능 신뢰도 향상을 위한 메타 모델을 이용한 설계 방법)

  • Son, Young Kap
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.39 no.1
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    • pp.19-26
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    • 2015
  • This paper proposes a design method for improving the frequency-domain performance reliability of dynamic systems with uncertain and degrading components. Discrete frequencies are used in this method as surrogates for the frequency band of interest, and the conformance of the frequency responses to the specification at these frequencies is utilized to model the frequency-domain performance reliability. A meta-model for the frequency responses, an extreme-value event, and the set-theory are integrated to improve the computational efficiency of the reliability estimation. In addition, a sample-based approach is presented to evaluate and optimize the estimated performance reliability. A case study of a vibration absorber system showed that the proposed design method has engineering applications.