• Title/Summary/Keyword: 적극적 상호작용

Search Result 420, Processing Time 0.028 seconds

The Effect of the Interactivity and Knowledge Type Between KIBS Firms and Customers on Innovation in KIBS Firms (지식서비스 기업과 고객간의 상호작용성 및 지식유형이 기업의 서비스 혁신에 미치는 영향에 대한 연구)

  • Kim, Yong-Jin;Nam, Ki-Chan;Song, Jae-Ki;Lee, Nam-Hee;Yim, Myung-Seong
    • Information Systems Review
    • /
    • v.12 no.2
    • /
    • pp.145-166
    • /
    • 2010
  • As the service industry is advancing, the meaning of service innovation has been evolved. Recently, service innovation embraces all creative activities about service offering or relevant to service offerings and emphasizes the importance of customers in innovation process as a key driver. The innovation in services is often the result from a collaborative process between KIBS firms and client firms. Many researchers have pointed out about how the KIBS firms drive the innovation through service. In spite of the importance of service innovation, previous studies did not address the questions about what kinds of factors affect service innovation in KIBS firms still remain, or what are the effects of different knowledge on the innovation process. Therefore, the purpose of this study is to investigate the effect of the interactivity that KIBS firms have with their customers on various types of innovations in KIBS firms. Interactivity has been touted to be the most important starting point for and the basis of service innovations. This study also examines the effect of knowledge types (tacit or explicit) on the relationship between interactivity and service innovation. To test the proposed hypotheses, we developed measurement items and distributed survey questionnaires to domestic companies. 230 survey questionnaires were distributed and 81 were returned among which 76 were usable. The results of this study show that interactivity may be a significant indicator of innovation within KIBS firms. It also represents that the effect of knowledge types on the relationship between interactivity and innovation. These results indicate that KIBS firms need to improve the various activities of interaction with customers for innovation. This study provides a blueprint to further investigation of the critical role of service in service science perspectives.

A Study on development of internet community through e-book contents for kids (전자책 콘텐츠를 매개로 한 아동 대상 인터넷 커뮤니티의 가능성과 과제)

  • Kim, Eun-Jung
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2011.05a
    • /
    • pp.237-238
    • /
    • 2011
  • 책은 아동들의 언어 학습을 위한 환경을 제공하고, 세계에 관한 지식을 확장시켜 준다. 또한 책을 매개로한 타인과의 상호 작용은 아동에게 읽기와 쓰기의 관례적 형태와 그 기능을 알게 만든다. 그러나 영상 매체 시대에 살고 있는 우리 아이들을 위해서는 전통적 종이책 읽기를 강요하기 보다는 친숙한 디지털미디어를 언어교육을 위한 적극적 도구로 활용해 아이들이 능동적으로 참여할 수 있는 구체적 방법에 대한 연구가 필요하다. 따라서 본 연구에서는 전자책을 매개한 아동 대상의 인터넷 커뮤니티의 기존 사례분석을 통해 대안적 아동커뮤니티의 발전방향을 제시하고자 한다.

  • PDF

Factors Influencing Participation of Online Community and Intention of Joint Purchasing in Korea and China (온라인 커뮤니티 참여도와 공동구매의도에 영향을 미치는 요인: 한국과 중국을 중심으로)

  • Park, Cheol;Wang, Can
    • Information Systems Review
    • /
    • v.15 no.1
    • /
    • pp.69-89
    • /
    • 2013
  • This study examined the factors influencing participation of online community and intention of joint purchase in Korea and China. The online community member actively participate the social activities that can cause the effective communication characters and the great support of the society. In these two factors, the sense of worth related with compensation, norm, interaction, shared values will be taken as the independent variables. These variables as a parameter are related with the intention of joint purchase. To be aware of their behavior norm, interaction, compensation, shared value, these factors will be taken as predicting their behaviors in the online community and their further participating, commitment and co-shopping intention. As the results, compensation, norms, interaction, shared values had significant effects on the participation of online community, and this affected the intention of joint purchase in online community. Compensation and norm were significant in Korean sample. Implications and further direction are suggested on the base of the results.

  • PDF

Effects of Crisis History & Crisis Information Disclosure on Corporate Trust among Chinese Consumers: Focus on Corporate Ability Crisis & CSR Crisis (위기 이력과 위기공개 타이밍이 중국 소비자의 기업 신뢰에 미치는 영향: 기업 능력 위기와 CSR 위기 중심으로)

  • Zhao, Yelin;Choi, Youjin
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.10
    • /
    • pp.575-585
    • /
    • 2022
  • Negative perceptions about corporate social responsibility (CSR) crises and repeated crises are increasing. It is necessary to examine the effects of a proactive strategy of disclosing crisis information against the negative perceptions. The research is intended to analyze ability-based trust, and benevolence-based trust by crisis type, crisis history, and timing of crisis disclosure. In this regard, a 2 (crisis history: present vs. absent) x 2 (crisis type: corporate ability crisis vs CSR crisis) x 2 (timing of crisis disclosure: stealing thunder vs thunder) between-groups design experiment was conducted. Research results show crisis type and crisis history have significant interaction effects on ability-based trust. In the CSR crisis, the case with crisis history shows lower ability-based trust than the case without crisis history. Timing of crisis disclosure showed significant interactions with crisis history and crisis type. The stealing thunder strategy heigntened ability-based trust and benevolence-based trust against the CSR crises and the cases without crisis history more than the corporate ability crises and the cases with crisis history. Considering that the stealing thunder strategy is more effective with the CSR crises than the corporate ability crises, the research results suggest that future CSR crisis responses should prepare active disclosure of crisis information before news media disclosure of such information.

A Design and Implementation of a Presentation using Flash and Photoshop (플래시와 포토샵을 이용한 프리젠테이션의 설계 및 구현)

  • 김민정;박두순
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2003.05b
    • /
    • pp.856-859
    • /
    • 2003
  • 최근 우리나라의 애니메이션 수준이 급속히 발전하고 있음을 고려해 볼 때 이제 플래시와 포토샵은 컴퓨터 사용자라면 모르는 사람이 없을 만큼 웬 전반에 걸쳐 커다란 역할을 차기하고 있으며 좀 더 역동적이고 화려하면서 상호 작용적이며 벡터에 기반한 사이트를 제작하는 것은 세계적인 흐름에 순행하는 모습으로 보여진다 그런데 기존의 가장 일반적인 프리젠테이션 매체인 파워포인트 프레젠테이젼 시스템은 애니메이션 표현의 한계와 시각걱 효과가 부족하므로, 본 논문에 거는 플래시와 포토샵을 이용해 정지화면과 차별성이 있는 애니메이션의 적극적인 활동으로 사용자의 흥미와 집중력을 유도하도록 하는 프리젠테이션을 설계 및 구현한다.

  • PDF

Collaborative Learning System based on Augmented Reality for Enhancing Collaboration (협업성 강화를 위한 증강현실 기반의 협업적 교육 시스템)

  • Park, Byung-June;Baek, Yeong-Tae;Park, Seung-Bo
    • Journal of the Korea Society of Computer and Information
    • /
    • v.19 no.4
    • /
    • pp.101-109
    • /
    • 2014
  • This paper aims to design and implement a collaborative learning system based on the augmented reality. The existing augment reality-based learning systems have just focused on interactivity between a system and learners without consideration of cooperability, thereby leading to an ineffective approach to encouraging an learning system to be more supportive and conducive of and to cooperation among learners. The collaborative learning system is a learning method, with which learners achieve a common objective through critical thinking and cooperative teamwork so as to seek solutions to such fulfillment. This requires positive interdependence, proactive interactions, a sense of responsibility shared by individuals as well as the group, and development of teamwork among learners. Educators and systems assume a critical role in helping the collaborative education be effective. An educator is responsible for defining a project at the outset of learning activities, organizing groups for learners, and providing evaluation criteria applied to a group's project activities. Meanwhile, a system shall support interactions to take place while facilitating learning activities. Furthermore, an educator shall provide a system for managing and evaluating activities involving interactions among learners. This paper suggests and embodies a collaborative learning system based on the augmented reality with consideration of the aforementioned collaborative education.

A Musical Play Program for Promoting Interaction Between Immigrant and Korean Preschoolers (다문화통합어린이집 내 이주배경아동-한국가정아동 간 또래상호작용 증진을 위한 음악극 프로그램 개발)

  • Kim, ChanMi
    • Journal of Music and Human Behavior
    • /
    • v.19 no.1
    • /
    • pp.21-41
    • /
    • 2022
  • The purpose of this research was to develop and verify applicability of a musical play program aimed at promoting interaction between immigrant preschoolers and Korean preschoolers. A daycare center serving the preschool-age children of Korean nationals and immigrant families were the site for this research. Utilizing the elements of a musical play (e.g., role playing, narration, and joint music activity), the program was developed for improving interaction among preschoolers, while promoting intercultural acceptance by providing the opportunity to be exposed to music from different cultures and engage in the joint activity using such music. For the purpose of investigate the applicability of the developed program, the program was implemented with two groups of preschoolers and each group received the musical play program for 30 minutes twice a week for a total of 6 sessions. The results of this preliminary study indicate that the musical play program promoted interaction between peers from different cultural background. Based on the results of this study, musical play programs may be helpful in promoting interactions between preschoolers from different cultural backgrounds and increase of acceptance of immigrant students in Korean daycares and schools.

Implementation and Application of a Web-based Courseware for Learning Elementary School Sociology ′Cultural property and Museum′ (초등학교 사회과 ′문화재와 박물관′ 학습을 위한 웹기반 코스웨어의 구현 및 적용)

  • 정희열
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2001.11a
    • /
    • pp.799-806
    • /
    • 2001
  • 정보화 사회에서는 자기 학습력 신장이 강조되고 있다. 초등사회과 교육에서 자기 학습력을 신장시키기 위해서는 다양한 학습자료의 제공을 통해 개개인의 특성에 맞게 탐구할 수 있는 탐구능력의 육성이 중요하다. 본 논문은 웹 기반 코스웨어를 개발 제작하고 이를 수업에 활용함으로써 개별학습이나 탐구학습에서 바람직한 효과를 거두는데 그 목적이 있다. 본 시스템은 단순히 텍스트와 정지된 그림만을 보여주는 기존의 웹을 활용한 학습과는 달리 Flash를 이용하여 학습자와 상호작용하여 많이 일어나도록 게임학습 위주로 구현하였으며, ASP를 이용하여 자료실, 게시판을 만들어 학습자 상호간에 적극적인 인터페이스가 이루어지도록 하였다. 연구대상은 초등학교 4학년 학생이며, 웹 기반 코스에서 활용 집단과 전통적인 방식의 학습 집단으로 구분하여 연구하였다. T검정과 분산분석을 통해 성적의 변화패턴에 차이가 있다는 것을 알 수 있었다. 이는 '문화재와 박물관' 단원을 학습하는데 있어 웹 기반 코스웨어를 활용한 학습자의 흥미와 호기심을 유발시켜 학습의욕과 교수 학습 방법을 개선하는데 기여하리라 기대되며, 전통적인 방식의 학습보다 효과적이라는 결론이다.

  • PDF

Development of Content for the Robot that Relieves Depression in the Elderly Using Music Therapy (음악요법을 이용한 노인의 우울증 완화 로봇 'BOOGI'의 콘텐츠 개발)

  • Jung, Yu-Hwa;Jeong, Seong-Won
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.2
    • /
    • pp.74-85
    • /
    • 2015
  • The positive effect of percussion instruments can induce increases in self-esteem and decreases in depression in the elderly. Based on this, the content for a percussion instrument robot that the elderly can use to play music is developed. The elements of the interaction between the elderly and the robot through the robot content are extracted. Music that arouses positive memories in the elderly is selected as part of the music therapy robot content in order to relieve depression, and a scoring system for playing music is constructed. In addition, the interaction components of the robot's facial expressions, which stimulate emotions and sensitivity in the elderly, are also designed. These components enable the elderly to take an active part in using the instrument to change the robot's facial expressions, which have three degrees of emotion: neutral-happy, happy, and very happy. The robot is not only a music game machine: it also maximizes the relief of depression in the elderly through interactions with the robot that allow the elderly person to listen to what the robot plays and through the elderly person becoming involved and playing music along with the robot.

Augmented Presentation Framework Design and System Implementation for Immersive Information Visualization and Delivery (몰입적 정보 표현과 전달을 위한 증강 프레젠테이션 디자인 및 시스템 구현)

  • Kim, Minju;Wohn, Kwangyun
    • Journal of the HCI Society of Korea
    • /
    • v.12 no.1
    • /
    • pp.5-13
    • /
    • 2017
  • Interactive intervention of the human presenter is one of the important factors that make the visualization more effective. Rather than just showing the content, the presenter enhances the process of the information delivery by providing the context of visualization. In this paper, we define this as an augmented presentation. In augmented presentation concept, the presenter can facilitate presentation more actively by being fully immersed in the visualization space and reaching and interacting into digital information. In order to concrete the concept, we design presentation space that enables the presenter to be seamlessly immersed in the visualization. Also we increase the presenter's roles as a storyteller, controller and augmenter allowing the presenter to fully support communicative process between the audience and the visualization. Then, we present an augmented presentation system to verify the proposed concept. We rendered 3D visualization through a half-mirror film and a wall projection screen that are place in parallel and applied with stereoscopic images, then, spatially align the presenter inside the virtual visualization space. After that, we conduct a controlled experiment to investigate the subjective level of immersion and engagement of the audience to HoloStation compared to traditional presentation system. Our initial investigation suggests that the newly conceived augmented presentation has potential not only to enhance the information presentation but also to supports the delivery of visualization.