• 제목/요약/키워드: 상호작용 이론

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Evaluation of Tractive Performance of an Underwater Tracked Vehicle Based on Soil-track Interaction Theory (궤도-지반 상호작용 이론을 활용한 해저궤도차량의 구동성능 평가)

  • Baek, Sung-Ha;Shin, Gyu-Beom;Kwon, Osoon;Chung, Choong-Ki
    • Journal of the Korean Geotechnical Society
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    • v.34 no.2
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    • pp.43-54
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    • 2018
  • Underwater tracked vehicle is employed to perform underwater heavy works on saturated seafloor. When an underwater tracked vehicle travels on the seafloor, shearing action and ground settlement take place on the soil-track interface, which develops the soil thrust and soil resistance, respectively, and they restrict the tractive performance of an underwater tracked vehicle. Thus, unlike the paved road, underwater tracked vehicle performance does not solely rely on its engine thrust, but also on the soil-track interaction. This paper aimed at evaluating the tractive performance of an underwater tracked vehicle with respect to ground conditions (soil type, and relative density or consistency) and vehicle conditions (weight of vehicle, and geometry of track system), based on the soil-track interaction theory. The results showed that sandy ground and silty sandy ground generally provide sufficient tractions for an underwater tracked vehicle whereas tractive performance is very much restricted on clayey ground, especially for a heavy-weighted underwater tracked vehicle. Thus, it is concluded that an underwater tracked vehicle needs additional equipment to enhance the tractive performance on the clayey ground.

An Analysis of School and Work Activity Systems Affecting the Learning and Transfer of Graduate School Student-Workers (대학원에 재학하는 직장인의 학습과 전이에 영향을 미치는 학교와 일터활동 분석)

  • Kim, Ji-Young;Chang, Won-Sup
    • Journal of vocational education research
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    • v.37 no.2
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    • pp.167-190
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    • 2018
  • This study examines based on Cultural-Historical Activity Theory, graduate school student-workers' learning and developmental transfer in school and work. For this purpose, a question is raised. how do components of activities in school and workplace impact on learning and developmental transfer? For this study, based on the results of In-depth interview, questionnaire was designed and quantitative research has been conducted. This study analyzed 288 graduate school student-workers. As a results, First, the components which have an effect on learning were analyzed and the results show that among the components of the school activity system, the competitiveness reinforcement from object, the role of academic major from division of labor, and the interaction with professors from community are significant variables. Second, in case of developmental transfer, the activeness of class participation from tool, the role of academic major from division of labor, and the interaction with professors from community are significant variables of the school activity system and the self realization from object, the role in the workplace from division of labor, the interaction with supervisors from community, and the systemization of work from rule are significant variables of workplace activity system. On the basis of the findings, implications of the study and suggestions for further research are discussed.

A Study on Metaverse Utilization and Introduction Strategies in College Education: Based on Step-by-step Metaverse Introduction Framework (대학 교육의 메타버스 활용 현황 및 도입 전략에 대한 연구: 단계별 메타버스 도입 프레임워크 개발을 바탕으로)

  • Son, Young Jin;Park, Minjung;Chai, Sangmi
    • Knowledge Management Research
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    • v.24 no.1
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    • pp.1-29
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    • 2023
  • The COVID-19 pandemic has accelerated digital transformation across all industries and daily life. Edutech is spreading in the education field, also bringing changes in university education. Non-face-to-face online-only classes at universities have spread after the COVID-19 pandemic physical distancing started. Online-only or real-time online classes showed diverse educational imitations. 'Metaverse' started to attract attention as a learning space and community activity support platform that may solve the limitations of online education and communication. It is time to prepare an introduction strategy for the actual application of education using metaverse. This study, first, by examining previous studies and cases of metaverse application, and second, establishing a metaverse introduction framework based on the technology lifecycle model and the innovation diffusion theory. Finally, we provide an introduction strategy in steps, a specialized introduction plan according to the main users is established and presented as a scenario. We expect that this study will provide the theoretical background of the new technology introduction and the spread of metaverse research. Also, we present an efficient introduction strategy, the basis for a service model, and a practical basis for the university's value-added strategy.

Investigating the Effect of Technology on Service Innovation and Innovation Performance: Based on Korean Knowledge Intensive Business Service Firms (기술이 서비스 혁신과 기업 성과에 미치는 영향에 대한 연구: 국내 지식 서비스 기업을 중심으로)

  • Hyun-Sun Ryu
    • Information Systems Review
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    • v.18 no.4
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    • pp.43-67
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    • 2016
  • Although many studies have stressed the importance of technology in service innovation, the roles of technology in service innovation are at the center of debates in the service innovation literature. One major research stream regards technology as a trigger for other innovation based on resource advantage theory. Conversely, another major stream considers it as an enabler of other innovations based on complementary theory. The contradictory situation induces the necessity to better understand the role of technology in service innovation. Therefore, this study aims to identify the role of technology in service innovation. This study investigates the role of technology in service innovation based on a service innovation orientation framework. Four service innovation orientations (i.e., service creation, service delivery, customer interaction, and technology) are identified on the basis of Den Hertog's 4D model. This study proposes a research model that examines the indirect effect of technology orientation on innovation performance through the service creation and service delivery orientations, and the effect of technology orientation on firm performance as a moderator between customer interaction orientation and firm performance. Based on empirical data from 193 knowledge-intensive business service firms in Korea, we explain the role of technology in service innovation. The results indicate that technology orientation influences both service creation and service delivery orientations as an antecedent but customer interaction orientation as an enabler. The three service innovation orientations, which are directly and indirectly influenced by technology orientation, positively affect firm performance. The findings also show that the role of technology is different depending on the type of service innovation orientation in this study.

An Exploratory Study on the Factors of Parental Rearing Behavior Based on Vygotsky's Theory of Social Constructivism for Developing Convergence Digital Contents (융복합 디지털 콘텐츠 개발을 위한 비고츠키의 사회적구성주의 이론에 따른 부모양육행동 요인 탐색)

  • Cha, Hyeon-Ju;Cho, Hee-Sun
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.453-464
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    • 2016
  • This study started from the basis of necessity on the researches which asserts that parental rearing behavior in the modern society should change reflecting the social change of sociocultural environment. For this, parental rearing behavior of social constructivism and existing parental rearing behavior were contemplated while construct of parental rearing behavior was explored on the basis of main causes from Vygotsky's theory in order to prepare paradigm of new parental rearing behavior. As far as the method of study goes, various literature from relevant scholars were analyzed, centering various previously conducted studies pertaining to parental rearing behaviors as well as Vygotsky's theory. Also, the validity of the contents was confirmed through consult and revision from three experts. As the result, five factors were extracted. First, factor of cooperative interaction on social interaction. Secondly, emphasis on Internalization factor on social constructive behavior. Thirdly, potential development factor in zone of proximal development. Fourthly, instructional conversation factor as semiotic medium. Lastly, assistance factor as scaffolding. As a result, new paradigm of parental rearing behavior was presented and opened a prospect in developing the touchstone of parental rearing behavior pursuant to social constructivism.

A Theoretical Study of GaAs Nucleation in GaAs/Si Heteroepitaxy Structure (GaAs/Si Heteroepitaxy 구조에서 GaAs의 초기 핵생성에 관한 이론적 고찰)

  • 최덕균
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.1 no.1
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    • pp.51-59
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    • 1991
  • Early stage of GaAs nucleation on Si substrate was theoretically studied by computer simulation. Compared to the constant ledge interaction energy in conventional nucleation theory, functional behavior of ledge-ledge interaction resulted in small size clusters depending on the cluster size and shape. Among various kinds of clusters, the multilayer pyramidal shape GaAs cluster requires smallest excess free energy due to the formation of Ga(111) facet planes. There this result suggests that the defects involved in GaAs/Si are originated from the early stage nucleation.

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A Theoretical Framework for the Reconstructing Process of Locality (로컬리티 재구성 과정에 대한 이론적 분석틀)

  • Kim, Yong Cheol;Ahn, Young-Jin
    • Journal of the Economic Geographical Society of Korea
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    • v.17 no.2
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    • pp.420-436
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    • 2014
  • Regional communities have recently tried to change themselves in order to cope with rapidly changing circumstances. Giving attention to their strategic responses as well as consequences as a result of their countermeasures, this study attempts to suggest a theoretical framework to analyze the process of locality reconstruction in a dynamic and comprehensive way. To achieve this purpose, after figuring out the previous studies' methodological and theoretical limitations, we suggest that locality should be understood as a outcome of the mutual interactions between local, state, and global scale networks.

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What Characteristics Do Video UCC Possess That Are Enthused Over By People? -The effects of Flow and Novelty of content characteristics Intended by user when it comes to watching video UCC (사람들이 열광하는 동영상 UCC 는 어떤 특징을 갖는가? -동영상 UCC 감상에 있어 제작자의 의도에 따른 컨텐츠의 특성이 몰입과 창의성에 미치는 영향-)

  • Lee, Su-Jin;Park, Jin-Hee;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1198-1207
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    • 2009
  • 최근 WEB 2.0 환경을 통해 사용자는 직접 응용 프로그램과 데이터를 이용하여 새로운 컨텐츠를 생산하는 주체로 변모하고 있다. 이러한 사용자의 자발적이고 적극적인 참여는 'UCC(사용자 제작 컨텐츠)'라고 불리는 새로운 문화 컨텐츠의 활성화로 이어지고 있다. 특히 글과 그림, 소리 등이 총체적으로 엮여 있는 동영상 UCC 의 경우, 이야기 구조나 캐릭터가 갖는 내용적인 특성과 제작자의 제작 취지를 훼손없이 살릴 수 있다는 제작의 특성으로 인해 WEB 2.0 환경에서 사용자의 참여가 더욱 두드러지고 있다. 본 연구에서 '사용자들이 열광하는 동영상 UCC 는 어떤 특징을 갖는가?' 라는 질문에 답하기 위해 동영상을 시청하는 사용자의 몰입과 창의성 평가를 진행하였고 이에 영향을 주는 요인으로 동영상 UCC 를 구성하는 내용적인 특성인 이야기의 내러티브와 캐릭터의 과장성을 살펴 보았다. 그리고 이 요인들의 상호작용에 영향을 주는 매개변인으로 제작자의 제작의도에 따른 컨텐츠의 특성을 선정하였다. 제작자의 의도에 따른 컨텐츠의 특성을 분류하기 위해 라캉의 주체이론과 퍼스의 기호학 이론을 바탕으로 모형을 제안하였으며 이를 검증하기 위해 UCC 사용자들을 대상으로 현재 서비스 중인 동영상 UCC 를 보여주고 설문을 실시하였다. 연구결과 제안하는 모형의 적용가능성이 입증되었으며 제작자의 의도에 따른 컨텐츠의 특성에 따라 이야기의 내러티브나 캐릭터의 과장성이 사용자의 몰입과 창의성평가에 미치는 영향력이 다르게 나타나는 것을 확인할 수 있었다.

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Creativity Theory of Body Movement and Analysis of Creativity Factor (신체움직임의 창의성 이론과 요인분석)

  • Ahn, Byoung-Soon
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.672-679
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    • 2013
  • Creativity is the thinking ability and the expression of new image by imagination as a problem recognition and way of solution. This study aims to search for the creativity theory of body movement and to analyze the creativity factor. According to the study, the creativity of body movement needs four steps: movement awareness, movement design, movement discovery and movement use. The use of new image through self-perception and self concept brings about a creative improvement in the problem recognition and its resolution function. In conclusion, the creativity of body movement means the infinity of body movement as 'the third energy' and 'the flexibility of flow' by interaction.

Difference of GUI Efficiency based on 3D and 2D Graphic -Imaginary 3D IPTV Interface Development Using Virtual Reality Theory- (2D와 3D Graphic 기반으로 구성된 GUI의 효율성의 차이 -가상현실이론을 활용한 가상 3D IPTV 인터페이스 개발-)

  • Sung, Jung-Hwan;Lee, Dae-Young;Kim, Hyung-Koo
    • The Journal of the Korea Contents Association
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    • v.7 no.7
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    • pp.87-95
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    • 2007
  • On this study, we researched differences between 2D and 3D with principle of GUI with the estimate that the user interface will be changed to 3D and we figured out the special feature of 3d-GUI through 3 ways, Autonomy, Interaction and Presence. Based on this theory research, we also had a survey with difference of 3d and 2d GUI to forecast the possibility of 3d-GUI for the main user interface of the future media contents and finally found out its marketability as an ideal interface.