• Title/Summary/Keyword: 분석이론

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An Analysis of the Affective Effect of Whole Brain Based Cooperative Learning for the Gifted (영재 교육을 위한 전뇌 이론 기반 협동학습의 정의적 효과 분석)

  • Kim, Soon-Hwa;Song, Ki-Sang
    • Journal of Gifted/Talented Education
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    • v.21 no.2
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    • pp.255-268
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    • 2011
  • The 21st century is called as the "Age of knowledge flood", and thus the importance of the ability which can use knowledge creatively is more emphasized. Also, not only individual problem solving but also solving problems through effective communication skills with group members are needed, and therefore, it is requested to train potential gifted learner working together with others to practice cooperation and eventually grown up as a competitive human resource to adapt successfully in future environment. In this paper, to show the effectiveness of cooperative learning in gifted learners, members for cooperative learning group has been selected using whole brain theory from the 42 gifted middle school students who participated in summer gifted learner vacation program. From the analysis of the learners' learning motivation and frequency of interactions whole brain based cooperative learning is effective for enhancing both learning motivation and interactions. Therefore, the whole brain based cooperative learning is an effective pedagogy for enhancing the motivation as well as facilitating interactions within gifted learners.

The Study on Evolutionary Process of Online-Game Companies' Alliance Strategy for Product Diversification (온라인 게임 기업의 제품 다원화를 위한 제휴 전략 진화에 관한 연구)

  • Chang, Yong-Ho;Joung, Won-Jo
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.57-68
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    • 2011
  • This study approaches how newly emerged game companies has implemented strategies for product diversification according to market growth cycle(beginninggrowing-mature) by empirical case study through evolutionary theory and resource based theory approach. At the beginning, online game companies had grown with different strategies(technology based, service based) by initial condition(genre, technological level, user attribute). After market growth, for product diversification, these companies carried out path-dependent alliance strategy(complementary, competitive) depending on resource base(technology capacity, service capacity based). As online game market getting mature, these companies has adapted flexibly in responding to market growth cycle by integrated strategy(naturally selected to mobilize every possible resource capability). By analyzing the alliance strategies pattern of online game companies in newly emerged game industry according to market growth cycle through combination of resource based theory and evolutionary theory, these results suggest that new industrial, theoretical, policy model is required.

Privacy Behavioral Intention in Online Environment: Based on Protection Motivation Theory (온라인 환경에서 프라이버시 행동의도에 미치는 영향 - 보호동기이론을 중심으로 -)

  • Kim, Jongki;Kim, Sanghee
    • Informatization Policy
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    • v.20 no.3
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    • pp.63-85
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    • 2013
  • Drawing on Protection Motivation Theory(PMT), this study attempts to clarify antecedents that influence the intention to protect individuals' privacy on the Internet. Protection motivation forms through individuals' cognitive appeal involving threat and efficacy. Then protection motivation causes privacy behavioral change. Protection motivation factors are established privacy trust and privacy risk, which are related to privacy attitude and belief. This proposed model is empirically analyzed by utilizing structural equation analysis(SEM). According to the result of the empirical analysis, it is founded that almost paths have statistically significant explanatory power except path from efficacy to privacy risk and path from privacy trust to privacy behavioral intention. This study shows powerful evidence of antecedent factors based on protection motivation of individuals' privacy behavioral intention in online environment.

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User′s Characteristics Which have Influence on the Avatar Acceptance (사용자 특성이 아바타 수용에 미치는 영향)

  • Lee, Seung Hyun;Choi, Hoon
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2003.11a
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    • pp.93-108
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    • 2003
  • 최근 들어 신세대들은 온라인을 통해서 아바타를 활용하여 가상공간 속에서 자신을 표현하고 있는 추세이다. 아바타는 ‘분신’, ‘화신’을 의미하는 산스크리트어로 가상공간에서 사용자의 역할을 대신하는 애니메이션 캐릭터이다. 가상공간 속에서 오프라인 상에서 표현하지 못한 자신만의 캐릭터를 통해서 자신의 정체성을 시각적으로 표현하여 개인의 개성을 표출하고 있다. 이러한 아바타의 출현으로 인터넷에서의 자기표현 방식이 외향적인 형태로 변화하는데 이는 새로운 표현에 대한 사용자의 수용도에 따라서 여러 가지 형태로 나타나고 있다. 특히, 사용자가 새로운 개념을 수용하는데 있어서 그들이 잠재적으로 보유하고 있는 특성에 따라서 아바타의 표현이 다각적으로 연출되고 활용되어지고 있다. 이는 신세대들의 자기표현 방식이 다양하기 때문이다고 할 수 있겠다. 신세대들은 또한 새로운 정보통신 기술이 매체를 통해 보급될 경우 수용도가 다른 세대에 비해 빠르다. 이렇듯 아바타의 도입과 활용은 신세대의 자기표현의 상징적인 역할을 하고 있다. 현재, 웹과 핸드폰을 통해서 2D 기반의 아바타가 활용되고 있으며, 신기술이 지속적으로 개발되고 있다. 현재 개발되어지고 있는 3D 핸드폰 아바타의 수용도에 대한 관심도도 높아질 것으로 예상된다. 현재 아바타 개발과 활용에 대한 연구는 활발히 진행되고 있지만, 이러한 신세대들의 특성에 따른 아바타의 수용에 대한 연구는 아직 정립되지 못하고 있다. 아바타의 수용에 관한 이론은 심리적 특성 이론으로 자아 존중감, 유행 선도력, 소비가치 등이 있으며, 사용자 수용 이론으로 혁신 성향, 유흥 성향 등이 있다. 이를 기반으로, 본 연구에서는 신세대 대학생들의 특성에 따라서 아바타의 수용도에 미치는 영향을 모색하고자 한다. 이를 위해서 대학생들의 특성을 심리적 특성이론과 사용자 수용이론으로 구분하여 이 특성에 따라서 향후 개발될 3D 핸드폰 아바타의 수용도의 관계를 파악하고자 한다. 본 연구에 대한 자료 수집방법은 D대학교의 교양과목인 “사이버문화의 이해와 활용”을 수강하는 학생들을 대상으로 총 170부를 설문 조사하였으며, 수집된 설문지 중에서 불성실하게 응답한 설문지 6부를 제외한 총 164부를 유효한 설문으로 확보하였다. SPSSWIN 10.0 패키지를 이용하였으며, Cronbach's Alpha값을 통한 신뢰도 분석과 요인분석을 통한 타당성 분석을 하고, 연구변수로 선정한 각 요소들의 아바타 수용도에 미치는 영향력 정도를 파악하기 위해 회귀분석을 실시하였다. 그 결과 심리적 특성과 사용자 수용 특성은 아바타 수용도에 부분적으로 영향을 미친다는 것 결과가 나타났다.

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A Study on the Differences in Class Satisfaction of Students Majoring in Beauty by Teaching Methods of Theory and Practice Subjects before and after COVID-19 (코로나19(COVID-19) 전·후 이론 및 실습 교과목의 교수방법에 따른 뷰티전공 학생들의 수업만족도 차이 연구)

  • Kim, Jong-Ran
    • Journal of Convergence for Information Technology
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    • v.11 no.7
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    • pp.253-263
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    • 2021
  • This study aims to present effective teaching and learning methods for improving class satisfaction and improving the quality of university education by empirically analyzing changes in class satisfaction according to teaching methods such as face-to-face(FTF) classes, non-face-to-face(NFTF) classes, and blended classes of theories and practical subjects before and after COVID-19, targeting beauty major students who have a relatively higher proportion of practical classes than theoretical classes. For data analysis, SPSS 18.0 statistical package was used, and in the analysis of the difference in satisfaction with teaching methods for theoretical subjects before and after COVID-19, 10 items out of 20 items showed statistically significant differences, and 8 items out of 20 items in the practical subjects showed statistically significant differences. It is expected that the quality of university education will be improved by applying efficient and practical teaching methods considering the items affecting the class satisfaction according to the teaching and learning methods of these theories and practical subjects.

Judges' Perception of Public Opinion: Comparing Grounded Theory and Topic Modeling in Analyzing Focused Group Interview with Judges (사회여론에 대한 법관의 인식: 법관 대상 FGI에 대한 근거이론 분석과 토픽 모델링 비교)

  • Gahng, Taegyung
    • Korean Journal of Forensic Psychology
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    • v.13 no.1
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    • pp.23-52
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    • 2022
  • In this study, focused group interviews with 24 incumbent judges were conducted on how they conceptualize public opinion and what attitude they take toward it in relation to judicial trials. The contents of the interviews were analyzed through grounded theory and topic modeling (STM). According to the grounded theory results, judges distinguished concepts such as social rules, socially accepted ideas, legal emotion, and public mood from public opinion, and subdivided public opinion into temporary and emotional reactions to specific legal cases and consistent attitudes toward law and policies. In addition, it was found that judges' attitudes toward public opinion and social norms differed depending on the type of cases or legal issues. Topic modeling results significantly corresponded to the grounded theory results. In this model, the effects of the types of cases dedicated to participants on topical prevalence were statistically significant.

Analyzing the Defense Budgetary in the Republic of Korea with the Punctuated Equilibrium Theory (단절균형이론을 적용한 국방예산 분석에 관한 연구)

  • Yongjoon Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.779-787
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    • 2023
  • Previous research regarding budget analysis has been mostly limited to describing annual changes in defense budgets relative to total budgets without a theoretical background. More empirical defense budget research is needed with better data. This study conducts an empirical analysis of national defense expenditures using Punctuated Equilibrium Theory (PET). The purpose of this study is to examine trends in the Republic of Korea's (ROK) functional defense budgets (total defense budget, force operation budget, force improvement budget) and to identify and analyze radical points of change in the defense budget using punctuated equilibrium theory. This study also explores trends and punctuations in the national defense budgets using annual defense budget data from the ROK for every year from 1998 to 2017. This study finds that from 1998 to 2017 the spending pattern of the total defense budget in the ROK was characterized by 19 years of stable growth and a one-time punctuation (5.0%). The force operation budget exhibited stable growth in eighteen years and was punctuated twice (10%). The force improvement budget was punctuated five times.

KMM: A Detailed Morphological Analysis for Korean (구조화된 상세 정보를 제공하는 한국어 형태소 분석기: KMM)

  • Kim, Soora
    • Annual Conference on Human and Language Technology
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    • 2010.10a
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    • pp.202-206
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    • 2010
  • 이 논문에서는 한국어 형태소 분석기 KMM(Korean Malaga Morphology)을 소개하고자 한다. KMM의 개발 동기는 이후 자연언어 처리 단계의 기반으로 사용될 수 있을 뿐 아니라 이론 형태론 연구의 도구로도 사용될 수 있도록 상세한 형태 동사 의미 정보를 제공하는 것이었다. 이론적 틀은 좌연접 문법(Left-Associative Grammar)에 기초한 LA-MORPH이며, 좌연접 기반 문법 개발 도구인 MALAGA로 구현되었다. LA-MORPH에 기반한 KMM은 분석 실행중이 아닐 때에는 사전의 규모를 최소한으로 유지하다가 분석에 필요할 때에만 분석용 사전을 자동으로 생성한다. 형태소 분석은 분석용 사전에 근거하여, 매칭과 결합이라는 단순한 알고리즘만을 사용한다. KMM의 분석은 동사 어절의 경우, 시제, 서법, 문형, 대우법, 명사 어절의 경우 격정보, 수사 결합어절의 경우 추출된 수랑 정보 등과 같은 상세한 정보를 제시한다. 세종 말뭉치와 KIBS 말뭉치를 KMM 을 이용해서 분석한 결과 각각의 94.96%와 94.59%의 분석률과 88.4%와 90.7%의 정확도를 보였다.

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The Effect of Situational Perceptions and Anger on a Consumer's Communication Activeness (웹사이트에서 상황적 지각과 감정의 역할이 소비자의 적극적 커뮤니케이션 활동에 미치는 영향)

  • Cho, Seung-Ho;Cho, Sang-Hoon
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.111-122
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    • 2012
  • In this study, we consider the integration of cognitive components and emotion to account for communication behaviors and activism on a consumer advocacy website. The challenge of integrating situational theory and anger activism model was empirically explored utilizing an online survey with the members of the virtual community, which was designed to raise issues and to protest against the product defects of a product. Our findings indicated that along with the cognitive perception in the situational theory, anger as a negative emotion was the most significant predictor strongly associated with communication behaviors and activism on the organization. More interestingly, the model that integrates anger with cognitive components significantly improves its explanatory power compared with one including only cognitive components as explanatory variables.

Analyzing the Mise en Scene of Animation (애니메이션 미장센 분석)

  • Lee, Tae-Gu;Lee, Hwa-Sei
    • Cartoon and Animation Studies
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    • s.13
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    • pp.153-162
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    • 2008
  • This paper show that we analyze the mise en scene of animation based on the theory of mise en scene in film. The mise en scene of animation has a large range of utilization in contrast to film. This affects the development of film synthesized with an actuality film. The theory of mise en scene of early realistic film director is extended by the animation techniques. And the theory of mise en scene in digital film is raised newly. The mise en scene in animation has the property that ail elements Is represented in one frame. And then this has a success in different aesthetics. The problems of in-country animation - the absence of production in the present condition - is to be achieved by the production using mise en scene.

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