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Study on the Displacement of Crib Wall System (Crib Wall System 변위해석에 관한 연구)

  • Kim, Doo-Jun;Lee, Song
    • Journal of the Korea institute for structural maintenance and inspection
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    • v.6 no.3
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    • pp.201-209
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    • 2002
  • Crib wall system is one of segmental crib type wall. Crib walls are constructed from separate members with no bonds between them other than frictional. The wall units are divide into two main types termed headers and stretchers. The headers run from the front to the back of the wall, perpendicular to the wall face. The cells are created by forming a grid by stacking individual wall components known as headers and stretchers. The body of wall consists of a system of open cell which are filled with a granular material. The design of crib retaining wall is usually based on conventional design methods derived from Rankine and Coulomb theory so that is able to resist the thrust of soil behind it, because it may be assumed that the wall acts as a rigid body. However, deformation characteristics of crib walls cannot be assumed as monolithic. They consist of individual members which have been stacked to creat a three dimensional grid. Therefore, the segmental grid allows relative movement between the individual member within the wall. The three dimensional flexible grid leads to stress distribution by interaction behavior between soil and crib wall. Therefore, in this study, in order to analysis the trends of deflection of crib wall system, new numerical models based on the results of Brandl's full scale test are introduced for design concept.

Development and Evaluation of WBI Program for Space Design in "Technology and Home Economics" of High School (고등학교 "기술ㆍ가정" 주거공간 꾸미기 단원 WBI 프로그램 개발과 평가)

  • 김순안;조재순
    • Journal of Korean Home Economics Education Association
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    • v.15 no.4
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    • pp.37-53
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    • 2003
  • 이 연구는 고등학교 $\ulcorner$기술ㆍ가정$\lrcorner$주거 공간 꾸미기 단원의 교수-학습을 위한 WBI 프로그램을 개발하고 평가하는 데 목적이 있다. 이 연구는 WBI 프로그램을 개발하여 주거 공간 꾸미기 단원의 교과 내용을 학습하고 HOME DESIGN 응용 프로그램을 이용하여 실습함으로써 제 7차 교육과정에서 강조하는 웹 기반 수업과 개별학습을 하는 데 활용될 수 있을 것이다. 프로그램은 ADDIE 모형을 중심으로 학습 내용 선정, WBI 프로그램 설계, WBI 프로그램 개발 수업 적용, 평가 과정을 거쳐 개발하였다. 우선 $\ulcorner$기술ㆍ가정$\lrcorner$6개 교과서의 주거 공간 꾸미기 내용을 정리하고 그 내용을 바탕으로 HTML과 PHP, MySQL로 데이터베이스를 구축하여 학습자와 컴퓨터와의 역동적인 상호 작용이 이루어지도록 설계하였다. 또한 온라인의 개별 학습이 가능하도록 주메뉴를 교과서 연구실, 3D 홈 디자인 실습실, 자료 공유실, 종합 평가실의 네 부분으로 구성하여 이론을 약 6시간 동안 학습하고 나서 3시간 동안 실습을 할 수 있도록 하였다. 개발된 프로그램을 수정 보완하고 프로그램의 질을 높이기 위한 목적으로 청주시 C고등학교 1학년 학생 35명과 가정과 교사 3명을 대상으로 시범 적용한 결과를 바탕으로 프로그램의 작동 여부를 화인하고 오류를 고쳐 프로그램의 문제점을 개선하였다. 본 프로그램을 이용한 회원은 4월 20일부터 6월 1일까지 2개 고등학교 학생 70명, 11개 고등학교 교사 11명이었다. 평가 결과 교사들은 본 프로그램에서 가장 유용하게 이용한 부분으로 ‘3D 홈 디자인 실습실(63.6%)’, ‘교과서 연구실(18.2%)’, ‘게시판. 자료실, 묻고 답하기 등(18.2%)’ 순으로 답한 반면 학생들은 ‘3D 홈 디자인 실습실(47.8%)’, ‘교과서 연구실(34.3%)’, ‘게시판, 자료실, 묻고 답하기 등(17.9%)’의 순으로 답하여 유용한 부분에 대한 순서는 일치하나 비율에 차이가 있어 교사들이 ‘3D 홈 디자인 실습실(63.6%)’을 더 유용하게 이용했음을 알 수 있었다. 또한 프로그램을 사용하는 데 있어 교사는 ‘쉬운 편이다’라는 응답이 63.6%로 학생의 24.2% 응답과 차이가 있었으며, 제시된 학습 내용의 양이 ‘적당하다’에 교사가 63.6%, 학생이 48.4%로 답하여 차이가 있었다. 그리고 교사들은 화면 구성이 ‘잘 구성된 편이다(72.7%)’,‘평상시 수업보다 이해에 도움이 되었다(81.2%)’로 답하여 교사들이 학생들보다 본 프로그램에 더 긍정적인 반응을 보였음을 알 수 있었다. 프로그램에 대한 장점과 개선할 점에 대한 개방형 평가는 교사들의 평가와 유사하여 ‘재미있어서 시간이 부족했다’, ‘잘하지는 않았지만, 직접 디자인해서 재미있었다’, ‘어른이 되면 주거 공간 활용을 잘 할 것 같다’, ‘새로운 경험이라 재미있었다’, ‘흥미롭고 재미있었다’, ‘쉽게 되어 있어 좋다’, ‘가구 배치가 잘 되었고. 흠 디자인한 색상이 잘 맞는다’라는 의견이었다. 그러나 주거 공간 꾸미기 WBI 프로그램을 이용한 수업이 컴퓨터에 대한 소양이 부족한 학생과 집중력이 떨어지는 학생에게는 다소 어려움이 있으므로 학생들의 개인차와 학교 실정에 따른 시간 배당 등을 고려하여 학생의 개별학습과 아울러 학교에서 교사의 설명과 함께 수업 시간에 활용할 것을 제안한다.

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Differential Effects of Distributive and Procedural Justice on MICE Industrial Employee's Job Attitudes (MICE산업종사자들의 직무태도에 대한 분배 및 절차공정성의 차별적 영향)

  • Ko, Jong-Wook;Park, Jong-Pyo
    • The Journal of the Korea Contents Association
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    • v.12 no.7
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    • pp.123-137
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    • 2012
  • The purpose of this study was to investigate the differential effects of distributive and procedural justice on the MICE industrial employee's job attitudes. For the study, data were collected from 303 MICE industrial employees in metropolitan area by self-stated questionnaires. Collected data were analyzed by hierarchical regression technique. The result of this study showed that distributive justice had more important effects on MICE industrial employee's job satisfaction than that of procedural justice, while the procedural justice had influenced more effects on organizational commitment, intent to stay, and organizational citizenship behaviour than that of distributive justice; and that there was no the moderating role of the procedural justice to the MICE industrial employee's job satisfaction and job commitment, while the positive effects of the distributive justice was more strongly related to MICE industrial employee's intent to stay and organizational citizenship behaviour when the procedural justice was high. The theoretical implications of the findings were discussed in terms of two-factor model, cultural model and interaction model, and directions for future research were presented.

Bargaining Game using Artificial agent based on Evolution Computation (진화계산 기반 인공에이전트를 이용한 교섭게임)

  • Seong, Myoung-Ho;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.293-303
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    • 2016
  • Analysis of bargaining games utilizing evolutionary computation in recent years has dealt with important issues in the field of game theory. In this paper, we investigated interaction and coevolution process among heterogeneous artificial agents using evolutionary computation in the bargaining game. We present three kinds of evolving-strategic agents participating in the bargaining games; genetic algorithms (GA), particle swarm optimization (PSO) and differential evolution (DE). The co-evolutionary processes among three kinds of artificial agents which are GA-agent, PSO-agent, and DE-agent are tested to observe which EC-agent shows the best performance in the bargaining game. The simulation results show that a PSO-agent is better than a GA-agent and a DE-agent, and that a GA-agent is better than a DE-agent with respect to co-evolution in bargaining game. In order to understand why a PSO-agent is the best among three kinds of artificial agents in the bargaining game, we observed the strategies of artificial agents after completion of game. The results indicated that the PSO-agent evolves in direction of the strategy to gain as much as possible at the risk of gaining no property upon failure of the transaction, while the GA-agent and the DE-agent evolve in direction of the strategy to accomplish the transaction regardless of the quantity.

The Study on the Advertising Effect of Multiple Models -Message Regulatory Focus as An Moderator- (복수모델의 광고효과에 관한 연구 - 메시지 조절초점의 조절 효과를 중심으로 -)

  • Song, Jun-Ho;Kim, Hyo-Gyu
    • Management & Information Systems Review
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    • v.32 no.3
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    • pp.127-151
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    • 2013
  • This research was to investigate the role of message regulatory focus on the advertising effect of multiple models. The multiple models are limited to two models in one advertisement in this research. This research investigated the hypothesis that multiple models, in terms of multiple source effect and social consensus, appears specifically to enhance the relationship of consumer and commercial models on the conditions of promotion-focused message which leads to the information processing of relational elaboration. This research applied a between-subjects factorial design targeting 2(the number of model: single model vs. multiple models) by 2(message regulatory focus: promotion-focused message vs. prevention-focused message). As a result, multiple models showed more positive ad attitude, brand attitude, and purchase intention than did single model. And promotion-focused message with multiple models showed more positive ad attitude, brand attitude, and purchase intention than did prevention-focused message with multiple models. Also there was an interaction effect between the number of model and the type of message regulatory focus. It wasn't fully supported that there is no difference of advertising effect between promotion-focused message and prevention-focused message on the condition of single model.

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Information Technology and Environmental Decision-Making (정보 기술과 환경 의사 결정)

  • Woo Chung-Gyoo
    • Journal of Science and Technology Studies
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    • v.1 no.2 s.2
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    • pp.371-398
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    • 2001
  • Sciences and technologies are the sources which have formed presently highly developed civilizations and cultures and have enhanced the quality of human lives. But we see the dark sides of them as well as the bright sides, and we have the consciousness of environmental crisis and destruction of lives caused by them. Thus were are criticisms against human-tropism or technology-tropism from nature-tropism or deep ecology. However, if people would continue to have the desire of enjoying the present quality of their lives, they should try to develop and improve pro-environmental technologies. In this vein, we have the necessity of making environmental decisions and solving environmental problems by information technologies. Since the second half of the last century, 'environment' is the key word because we have the consciousness of environment strongly. As we solve human problems by making decisions of actions, we must face with environmental decisions in order to solve our environmental problems. If we have the better understanding of the nature of information and the role of information technology, and the relation of information technology and decision-making, we are able to design environmental systems and implement their optimal interfaces of environmental components. For this purpose, we are obliged to combine several useful technologies including GIS, DSS, Knowledge-based system and artificial neural networks. Therefore the developments and cooperations of these fields in environmental decision making enables us to live in the better and comfortable surrounding in the near future.

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Distributions of Hyperfine Parameters in Amorphous $Fe_{83}B_9Nb_7Cu_1$ Alloys (비정질 $Fe_{83}B_9Nb_7Cu_1$의 M$\)

  • 윤성현;김성백;김철성
    • Journal of the Korean Magnetics Society
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    • v.9 no.6
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    • pp.271-277
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    • 1999
  • Amorphous $Fe_{83}B_9Nb_7Cu_1$ alloy has been studied by M$\"{o}$ssbauer spectroscopy. Revised Vincze method was used and distributions of hyperfine field, isomer shift, and quadrupole line broadening of the sample at various temperatures have been evaluated and Curie temperature and $H_{hf}\;(0)$ were calculated to be 393 K and 231 kOe, respectively. Temperature variation of reduced average hyperfine field shows a flattered curvein comparison with the Brillouin curve for S=1. This behavior can be explained on the basis of Handrich molecular field model, in which the parameter Δ, which is a measure of fluctuation in exchange interactions, is assumed to have the temperature dependence ${Delta}=0.75-0.64{\tau}+0.47{\tau}^2$ where $\tau$ is $T/T_C$. At low temperature, the average hyperfine field can be fitted to $H_{hf}\;(T)=H_{hf}\;(0)\;[1-0.44\;(T/T_C)^{3/2}-0.28(T/T_C)^{5/2}-… ]$, which indicates the presence long wave length spin wave excitations. At temperature near TC, reduced average hyperfine field varies as $1.00\;[1-T/T_C]^{0.39}$. It is also found that half-width of the hyperfine field distribution was 102 kOe (3.29 mm/s) at 13 K and decreased monotonically as temperature increased. Above the Curie temperature, an average quadrupole splitting value of 0.43 mm/s was found. Average line broadening due to quadrupole splitting distribution was 0.31 mm/s at 13 K and decreases monotonically to 0.23 mm/s at 320 K, whereas that due to the isomer shift distribution is 0.1 mm/s at 13 K and 0.072 mm/s at 320 K, which is much smaller than that of both hyperfine field and quadrupole splitting. The temperature dependence of the isomer shift can be fitted within the harmonic approximation to a Deybe model with a Debye temperature ${Theta}_D=424{\pm}5K$.TEX>.

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Bottlenecks in Building an Online Customer Base: A Experimental Field Study on Viral Marketing (온라인 고객 기반 확보의 장애 요인: 바이럴 마케팅의 현장 실험 연구)

  • Park, Sunju;Chung, Seungwha;Pyo, Na Sung;Hwang, Soonki
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.682-695
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    • 2019
  • In recent years, using a connected platform, companies have built and implemented a mobile viral marketing strategy to attract new customers and to have long-term relationships with existing customers. The emergence of interactive Web 2.0 has led to an explosive increase in customer engagement, and practitioners have become interested in connected platform to build close relationships with their customers. However, the study on the effectiveness of various customer influx methods using the connected platform that companies utilize for an increase of customer participation is insufficient. Based on the theoretical study of Sashi (2012), this study analyzes the actual mobile viral promotion of company A's open market shopping mall for the purpose of bringing new customers and having a long-term relationship with the new customers[1]. By analyzing the customer engagement type, the implications for the effectiveness of mobile viral promotion are suggested. First, as a result of the immediate effect of online viral promotion, promotions are partially effective in attracting new customers. Second, as a result of examining the change of customer engagement type in order to find out the long - term effect of online viral promotion, it was found that in most cases, new customers were not become satisfied customers and, Laggard Effect, which takes time to become a satisfied customer, has been confirmed.

The Role of Clients in Software Projects with Agile Methods (애자일 방법론을 사용한 소프트웨어 프로젝트에서의 사용자 역할 분석)

  • Kim, Vladimir;Cho, Wooje;Jung, Yoonhyuk
    • Journal of Intelligence and Information Systems
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    • v.25 no.3
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    • pp.141-160
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    • 2019
  • Agile methodologies in software development, including the development of artificial intelligence software, have been widespread over the past several years. In spite of the popularity of agile methodologies in practice, there is a lack of empirical evidence to identify determinants of success of software projects in which agile methods are used. To understand the role of clients in software project where agile methods are used, we examine the effect of client-side factors, including lack of user involvement, unrealistic client expectations, and constant changes of requirements on project success from practitioners' perspective. Survey methods are used in this study. Data were collected by means of online survey to IT professionals who have experience with software development methodologies, and ordered logit regression is used to analyze the survey data. Results of our study imply the following managerial findings. First, user involvement is critical to project success to take advantage of agile methods. Second, it is interesting that, with an agile method, constant changes of client's requirements is not a negative factor but a positive factor of project success. Third, unrealistic client expectations do negatively affect project success even with agile methods.

A Study on the Directorial Approaches of by Juan Mayorga (후안 마요르가 작 <하멜린> 연출적 접근방법 연구)

  • Lee, Seo-A;Cho, Joon-Hui
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.161-180
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    • 2021
  • The purpose of this study is to define Juan Mayorga's play Hamelin as a Post-Epic Theatre and to study the practical directing technique for Hamelin as a Post-Epic Theatre. Post-Epic Theatre, which appeared after the Post-drama, has the purpose of presenting social issues, communicating interactively between the actors and the audience, and making the audience think about the issues presented by the techniques of immersion and alienation. To this end, after examining the theoretical background of the Post-Epic Theatre, the characteristics of the Post-Epic Theatre of Hamelin were identified and based on these features, '1. Building a visual image based on a Cubistic multifocal concept' and '2. The concept of directing was derived from reinforcing Meta-drama through role-playing'. Next, the actual directing technique was discussed, focusing on the chain action of immersion and alienation that occurs in the form of communication between actors and audiences. '1. Presenting the characteristics of the work through Post-Epic Theatre scenography', '2. Co-existence of actors and characters', '3. Building and utilizing body-centered gestus' are them. As a result, demanding an active attitude from the audience, various experiences such as critical thinking of the audience, strengthening the characteristics of post-epic dramas, and active meaning creation were made possible.