• Title/Summary/Keyword: 콘텐츠 활용 분석

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Management Efficiency Analysis of Innovative Pharmaceutical Companies' Technological Innovation Activities (혁신형제약기업의 기술혁신활동에 대한 경영효율성 분석)

  • Lim, Hye Ryon;Min, Hyun-Ku
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.361-374
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    • 2021
  • The purpose of this study is to analyze the efficiency and productivity of technological innovation activities of companies certified as innovative pharmaceutical companies by the government to diagnose their competitiveness and derive measures to strengthen them. This study collected pharmaceutical input (R&D expenditures and number of employees) and output (sale, operating profit and patent) data between 2017 and 2019 for 38 innovative pharmaceutical companies. This study analyzed them using the data envelopment analysis (DEA) method, Tobit model and the Malmquist Productivity Index (MPI). First, the DEA result of the innovative pharmaceutical companies show that between the value of the CCR model of the scale efficiency and the value of the BCC model to diagnose the internal operation efficiency is differences. Second, efficiency does not differ between corporate characteristics. Third, Tobit model shows that number of patents held have positive effects on efficiency. Forth, overall MPI is 0.89. This can be interpreted as the rate of TECI decreased 3%p and TCI has increased 4%p. The results of this study can be used as decision-making data for response strategies to improve efficiency by identifying the cause of inefficiency and presenting target values.

Perceptions toward Job Changes due to 4th Industrial Revolution (4차 산업혁명에 따른 일자리 변화에 대한 인식 유형 연구)

  • Kim, Sora
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.528-542
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    • 2021
  • The purpose of this study is to examine the commonalities and differences that appear across the types of perceptions toward job changes according to the Industrial 4.0. among job seekers and workers. For an approach to subjective beliefs, viewpoints and preferences, the data investigated using Q methodology, was analyzed using the QUANL program for PC. From the Q-methodology, the types of perception toward job changes due to Industrial 4.0 and their features were drawn. The perception types were classified as four types: negative perception type, neutral perception type, high evaluation about quality of jobs, and employment increase perception type. The results found that views toward job transition due to Industrial 4.0 are were diverse beyond the dichotomy and institutional and educational efforts should be required to mitigate job insecurity and cope with job changes caused by technological advance.

The Moderated Mediating Effect of Organization Cultural unbalance on the relationship among the Protean Career Orientation, Continuous Learning Activity and Subjective Career Success (프로티언경력지향성, 지속학습활동, 주관적 경력성공의 관계에서 조직문화 불균형성의 조절된 매개효과)

  • Kim, Na-Young;Jung, Sung Cheol
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.477-489
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    • 2021
  • This study was conducted to confirm whether organization culture unbalance plays a role as a moderating variable on the mediation process that protean career orientation influences subjective career success through continuous learning activity. To this end, a survey was carried out on 276 office workers with more than 5 years of work experience in large companies, and the data were analyzed using SPSS 25 and Process Macro v3.5. The results showed that continuous learning activity mediates the relationship of protean career orientation affecting subjective career success, but moderating effect of organizational culture unbalance and the moderated mediation effect were not statistically significant. However, statistical significance was found on the moderating effect of organizational culture unbalance on the mediation process, that 'self-direction', protean career orientation's sub-factor, affects subjective career success and its' sub-factor 'employability', and 'career satisfaction' through continuous learning activity. The significance and limitations of our findings are also discussed.

A Study on the Development of a Dog Fashion Show Program Using Metaverse (메타버스를 활용한 반려견 패션쇼 프로그램 개발 연구)

  • Jin-Beom, Pyeon;Hee-Eun, SunWoo;Yun-Seo, Hong;Jung-Yi, Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.101-107
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    • 2023
  • The purpose of this study is to research and develop the concepts and functions of the Metabus dog fashion show. Currently, as the pet-related industry grows rapidly, the pet fashion industry is also naturally growing. However, unlike the fast-growing fashion industry, it was not enough to meet the needs of dog owners. Therefore, this study attempted to develop a metaverse dog fashion show by supplementing the problems that arise when purchasing existing pet clothes through metaverse. As a research method, first, a survey was conducted on the rise in the actual pet-related industry and the social trends of metaverse and virtual fashion shows. Second, the existing dog clothing purchase characteristics were examined through user demand analysis, and user needs were derived. Third, the appropriate form of content was established, and a new content consumption environment called metaverse was analyzed and derived. Finally, functions were derived and developed to give users satisfaction. In the future, it is necessary to study a clear payment system in connection with the actual dog clothing business based on this.

A Study on the Visual Attention of Game Broadcast Real-time Review Using Eye Tracking: Focusing on Mobile Platform (아이트래킹을 활용한 개인 게임방송 실시간 댓글의 시각적 주의에 관한 연구: 모바일 플랫폼을 중심으로)

  • Yin, Shuo-Han;Wang, Jin-Nan;Hwang, Mi-Kyung;Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.733-739
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    • 2022
  • The study investigated the users' functional requirement, degree of acceptance and preference of game broadcast real-time review .Secondly it comparatively analyzed the types and locations of game broadcast real-time review through eye tracking tech. The results show that users have high functional requirements and high acceptance for game broadcast real-time review but their preference has no significant correlation with the feature. Among the types of game broadcast real-time review the type with translucent text bubble took the highest visual attention. The above shows that the users' visual behavior has the tendency of special style. The visual attention analysis results of different types and locations of game broadcast real-time review in the study can play a guiding role in the interface design of real-time review feature in the future.

A Study on the Improvement Direction of the School Zone - Focusing on policy and design cases in Korea and Sweden - (국내 어린이보호구역 개선 방향 연구 - 스웨덴의 정책 및 디자인 사례를 중심으로 -)

  • Kim, Young-Jun;Choi, Ju-Hee;Hong, Mi-Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.116-124
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    • 2022
  • After the death of Min-sik Kim in Asan, South Chungcheong Province in September 2019, awareness of the school zone has been increasing, and the traffic law is being revised continuously. However, despite these efforts, the number of traffic accidents among children has not decreased significantly. This indicates the need for a new direction considering the behavioral characteristics of children and the traffic environment. Therefore, this study identified the current status and problems of school zones through case analysis of school zones in Korea. In addition, we analyzed the Vision Zero policy, the concept of Home Zone, and engineering-oriented road design cases and operation methods in Sweden, an advanced country in traffic safety. In addition, the cases of the two countries were compared and organized focusing on the basic principles of disaster prevention design. The purpose of this study is to suggest the direction of design and policy to improve school zone problems in Korea. Through this, it is expected that the results of this study will be used as data for future research development for the reduction of school zone fatalities in Korea.

Factors Affecting the Performance of Infection Control Against Coronavirus Disease 2019(COVID-19) by Hospital Nurses (병원 간호사의 코로나바이러스감염증-19 감염관리 수행에 영향을 미치는 요인)

  • Jang, Insook
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.602-613
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    • 2022
  • This study was performed to identify the factors affecting 'the organizational culture for infection control', 'the resource support', 'the knowledge about COVID-19', and 'the resilience' among hospital nurses on the performance of COVID-19 infection control. A total of 150 nurses, registered in Korea, participated in the current study. The data were collected through self-report questionnaires. From 27th July to 10th August, 2022, 147 questionnairesout of 150 were collected. In multiple regression analysis, 'the resource support', 'the knowledge about COVID-19' and 'the resilience' were analyzed as significant factors in performing of the infection control for COVID-19 (β = 0.68, p < .001, β = 0.12, p = .023 and β = 0.20, p = .005 respectively). For improving the nurses' performance of infection control against Coronavirus Disease 2019(COVID-19) during the pandemic, it is necessary to develop and evaluate the programs through the organizational support and strategies to improve individual knowledge.

Analyzing Predictors of Gamer Issue Participation: Focused on the Role of Media Source, Corrective Action, and Attitudinal Information (게이머 이슈 참여에 미치는 영향 연구: 미디어 출처, 시정 행동과 태도 정보의 역할을 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.187-197
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    • 2022
  • This study examined the effects of game genre, news media with differing political ideologies, and game-related information sources on gamer issue participation by performing a hierarchical regression model, using an online survey on Korean gamers (N=1,362). As a result of the study, playing specific genres of games played a positive role in gamer issue participation. The group behavior or collective action for or against game regulation reported in the liberal/moderate media acted as a mobilization cue for readers and potentially encouraged gamers to take social action. But the conservative media, which used governmental organizations and interest groups as sources of information, had a negative impact on real-life participatory behavior. The biased journalism practice of the mass media on game-related social issues influenced gamers' social and political behavior through corrective action. This study is significant in empirically analyzing the relationship between political ideology, game genre, media use, and gamers' social participation. The current research suggests the improvement of game regulation policy and the need for theoretical and conceptual expansion of game research.

Meanings of Family Reproduced by the Real Entertainment Program (리얼 예능 프로그램 <삼시세끼>가 재현한 가족에 관한 연구)

  • Jun, Mikyung;Lee, Jungwon;Kim, Jiwook
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.553-564
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    • 2022
  • The purpose of this study is to examine the family reproduced by fishing village episode 1. (삼시세끼, three meals a day), which attempted a new type of entertainment termed an experiential real entertainment documentary, was produced in a total of nine episodes from October 2014 to March 2015. This study analyzed fishing village episode 1, which was aired in 2015 and obtained the highest ratings, using narrative analysis. The development of was consistently structured in the order of 'wake up - free time - breakfast - lunch - dinner - rest - sleep'. The character construction of the characters was created through the arrangement of a main space and a main role for each of the characters. Also, the characters were in relationships through which they became the background of each other. Therefore, in the family reproduced by , a mother without a father and a father without a mother are impossible. Despite that all the cast members were male, the subtitles constantly gave them the roles of 'housewife/wife/mother', 'father/husband/dad', and 'son', while actively blocking the image of a homosexual family. The family created as such was a family with children, a family with both mother and father, a heterosexual family, and a nuclear family. As a result, reproduced the typical modern family, normal family, and standard family.

An Analysis of Online Readers' Advisory Services Offered by Public Libraries (공공도서관의 온라인 독자상담 서비스에 관한 연구)

  • Yeon Ok Lee
    • Journal of Korean Library and Information Science Society
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    • v.54 no.2
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    • pp.155-178
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    • 2023
  • Due to the rapid advancement of information technology and changes in the reading environment, the readers' advisory services provided by public libraries are facing challenges and opportunities. Recognizing the need for public libraries to respond and propel their services forward, this study analyzed the current status of online readers' advisory services offered by public libraries in Korea and discusses areas that require improvement. To achieve this, the study analyzed the online readers' advisory services in 50 public libraries located in Seoul and six metropolitan cities (Incheon, Daejeon, Daegu, Gwangju, Busan, and Ulsan) across seven categories. These categories encompass various aspects, such as announcing reading programs and new books, identifying and addressing reader needs, developing content by librarians, generating content by readers, providing guidance on external reading information, connecting with professional book review databases and online websites, and utilizing social media services. Through this analysis, the study identified areas for improvement to enhance online readers' advisory services in public libraries and ultimately improve reader satisfaction. It suggested enhancing activities such as librarians' book recommendations and reviews for individual readers, reader participation, and interaction.