• 제목/요약/키워드: 3D Face Data

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지식이전 선행요인에 관한 다차원 분석: 사회적 자본 이론과 사회연결망 이론의 결합 (Multi-level Analysis of the Antecedents of Knowledge Transfer: Integration of Social Capital Theory and Social Network Theory)

  • 강민형;허용석
    • Asia pacific journal of information systems
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    • 제22권3호
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    • pp.75-97
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    • 2012
  • Knowledge residing in the heads of employees has always been regarded as one of the most critical resources within a firm. However, many tries to facilitate knowledge transfer among employees has been unsuccessful because of the motivational and cognitive problems between the knowledge source and the recipient. Social capital, which is defined as "the sum of the actual and potential resources embedded within, available through, derived from the network of relationships possessed by an individual or social unit [Nahapiet and Ghoshal, 1998]," is suggested to resolve these motivational and cognitive problems of knowledge transfer. In Social capital theory, there are two research streams. One insists that social capital strengthens group solidarity and brings up cooperative behaviors among group members, such as voluntary help to colleagues. Therefore, social capital can motivate an expert to transfer his/her knowledge to a colleague in need without any direct reward. The other stream insists that social capital provides an access to various resources that the owner of social capital doesn't possess directly. In knowledge transfer context, an employee with social capital can access and learn much knowledge from his/her colleagues. Therefore, social capital provides benefits to both the knowledge source and the recipient in different ways. However, prior research on knowledge transfer and social capital is mostly limited to either of the research stream of social capital and covered only the knowledge source's or the knowledge recipient's perspective. Social network theory which focuses on the structural dimension of social capital provides clear explanation about the in-depth mechanisms of social capital's two different benefits. 'Strong tie' builds up identification, trust, and emotional attachment between the knowledge source and the recipient; therefore, it motivates the knowledge source to transfer his/her knowledge to the recipient. On the other hand, 'weak tie' easily expands to 'diverse' knowledge sources because it does not take much effort to manage. Therefore, the real value of 'weak tie' comes from the 'diverse network structure,' not the 'weak tie' itself. It implies that the two different perspectives on strength of ties can co-exist. For example, an extroverted employee can manage many 'strong' ties with 'various' colleagues. In this regards, the individual-level structure of one's relationships as well as the dyadic-level relationship should be considered together to provide a holistic view of social capital. In addition, interaction effect between individual-level characteristics and dyadic-level characteristics can be examined, too. Based on these arguments, this study has following research questions. (1) How does the social capital of the knowledge source and the recipient influence knowledge transfer respectively? (2) How does the strength of ties between the knowledge source and the recipient influence knowledge transfer? (3) How does the social capital of the knowledge source and the recipient influence the effect of the strength of ties between the knowledge source and the recipient on knowledge transfer? Based on Social capital theory and Social network theory, a multi-level research model is developed to consider both the individual-level social capital of the knowledge source and the recipient and the dyadic-level strength of relationship between the knowledge source and the recipient. 'Cross-classified random effect model,' one of the multi-level analysis methods, is adopted to analyze the survey responses from 337 R&D employees. The results of analysis provide several findings. First, among three dimensions of the knowledge source's social capital, network centrality (i.e., structural dimension) shows the significant direct effect on knowledge transfer. On the other hand, the knowledge recipient's network centrality is not influential. Instead, it strengthens the influence of the strength of ties between the knowledge source and the recipient on knowledge transfer. It means that the knowledge source's network centrality does not directly increase knowledge transfer. Instead, by providing access to various knowledge sources, the network centrality provides only the context where the strong tie between the knowledge source and the recipient leads to effective knowledge transfer. In short, network centrality has indirect effect on knowledge transfer from the knowledge recipient's perspective, while it has direct effect from the knowledge source's perspective. This is the most important contribution of this research. In addition, contrary to the research hypothesis, company tenure of the knowledge recipient negatively influences knowledge transfer. It means that experienced employees do not look for new knowledge and stick to their own knowledge. This is also an interesting result. One of the possible reasons is the hierarchical culture of Korea, such as a fear of losing face in front of subordinates. In a research methodology perspective, multi-level analysis adopted in this study seems to be very promising in management research area which has a multi-level data structure, such as employee-team-department-company. In addition, social network analysis is also a promising research approach with an exploding availability of online social network data.

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방사선 입체조형치료용 다엽콜리메이터의 특성과 조직내 선량분포 측정 (Dose Distribution and Characterization for Radiation Fields of Multileaf Collimateor System)

  • 추성실;김귀언
    • Radiation Oncology Journal
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    • 제14권1호
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    • pp.77-85
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    • 1996
  • 목적 : 다엽콜리메이터를 이용하여 부정형의 치료부위를 편리하고 정확히 차폐하며 삼차원 입체조형치료를 원활히 수행하기 위하여 다엽콜리메이터의 차폐특성을 계측하고 치료계획을 위한 최적방법을 확정한다. 대상 및 방법 : 차폐폭이 1cm이고 길이가 15cm인 52개의 금속차폐엽들이 양방향 각각 26개로 구성되어 컴퓨터계획에 의거 여러모양의 차폐면을 구사할 수 있는 다엽콜리메이터(Multileaf collimator)를 대상으로 방사선 치료에 요구되는 고에너지 방사선의 출력선량율, 차폐 및 투과효과, 반음영, 조직내 선량분포등을 전리함측정기와 열형광측정기 및 필름 선량측정방법을 이용하여 계측하였다. 다엽콜리메이터의 계단식 반음영 측정은 고체팬텀과 비디오밀도측정기를 이용하여 실효반음영(Effective penumbra)과 일반적반음영(General penumbra)으로 구분 평가하였다. 결과 : 다엽콜리메이터의 출력선량율은 표준차폐조리개에 비교하여 출력 선량율이 $1-2\%$ 증가 되었으며 치료오차 이내로 평가되었다. 다엽콜리메이터의 방사선투라 선량율은 6-10MV X선에서 평균 $2\%$로 표준차폐조리개보다 컸지만 혼합차폐벽돌보다 적었다. 원형으로 형성된 차폐엽 끝면의 조사선량은 약 $20\%$증가 되었으며 엽과 엽사이의 선량은 6mm 폭의 $5\%$증가로 심부치료에 영향이 없었다. 다엽콜리메이터의 실효반음영($20-80\%$)은 약 6mm로서 혼합차폐벽돌과 거의 같았으나 중심선에서 벗어날수록 $2-3\%$증가되었다. 다엽콜리메이터에 의한 계단식 모양의 반음영은 6-10MV x-선에서 차폐면 경사각이 45도일 때 약 11mm로 가장 컸으며 방사선속에 평행히 절단된 차폐벽돌보다 약 5mm 더 증가되었다. 결론 : 다엽콜리메이터는 1cm폭의 차폐엽들로 구성되어 계단식 차폐면에 대한 반음영이 다소 증가되고 있지만 조직내부의 다문조사 경우 반음영이 완화되므로 부정형 조사면 차폐에 적당하며 방사선 입체조형치료를 수행할 수 있는 가장 적당한 차폐기구로 생각된다.

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MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

연결정보가 없는 3차원 점으로부터 차이분할메쉬 직접 복원 (Direct Reconstruction of Displaced Subdivision Mesh from Unorganized 3D Points)

  • 정원기;김창헌
    • 한국정보과학회논문지:시스템및이론
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    • 제29권6호
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    • pp.307-317
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    • 2002
  • 본 논문은 연결정보가 없는 3차원 점으로부터 차이분할메쉬를 직접 생성하는 새로운 메쉬 복원 알고리즘을 제안한다. 차이분할메쉬는 표현해야 하는 각 정점을 1차원 상수 차이 값으로 표현하는 메쉬로써 저장해야하는 데이타양을 획기적으로 줄이면서 분할메쉬의 장점인 분할연결성을 가지므로 다단계 표현이 가능한 새로운 메쉬 표현법이지만 차이분할메쉬를 생성하는 기존의 방법은 레인지 데이타로부터 복원된 비정형 메쉬로부터 차이분할메쉬로의 변환을 거쳐야 하는 문제점이 있다. 제안 알고리즘은 비정형 메쉬로부터의 메쉬 변환과정이 필요 없이 연결정보가 없는 레인지 데이타로부터 차이값에 기반한 분할메쉬를 매쉬 복원과정에서 직접 생성해 낼 수 있다. 기본 아이디어는 연결정보가 없는 점 데이타만을 이용하여 이에 근사한 파라메트릭 도메인을 생성한 후 도메인 상의 각 정점의 법선 벡터 방향으로 세부 표면 정보를 샘플링 하는 것이다. 이를 위하여 우리는 분할곡면 근사기법을 적용한 파라매트릭 도메인 생성기법을 적용하여 입력 점 데이타에 최대한 근사하는 기본메쉬를 생성하며, 연결정보가 없는 점 데이타로부터 세부 표면정보를 올바르게 샘플링 하기 위한 법선벡터와 교차하는 유효한 삼각형 판정기준을 제시한다. 또한 기존 메쉬 복원 기법에서 사용되던 전역 에너지 최적화 방법 대신 입력 데이타를 고려한 지역적 라플라시안 평활화를 이용하여 고품질의 메쉬를 빠르게 복원할 수 있다. 이렇게 복원된 차이분할메쉬는 적은 데이터로 자세한 표현이 가능해져 메쉬 간략화나 압축 등의 후처리 과정이 필요 없으며. 분할연결성을 이용한 다단계 애니메이션등의 다양한 응용분야에 활용 가능하다.6으로 남녀학생 모두 총 열량에 대한 지질의 섭취비율이 높았다. 인, 비타민 B$_1$, B$_{6}$, E를 제외한 칼슘, 철, 아연, 비타민 A, B$_2$, C, 나이아신, 엽산 등 대부분의 미량 영양소 섭취량은 권장량에 미치지 못하였다. 혈청 COT, GPT는 남학생이 여학생보다 각 항목에서 유의하게 높았고, 혈청 총 콜레스테롤, 중성지질, HDL-콜레스테롤, LDL-콜레스테롤은 남녀학생 간에 유의한 차이가 없었다. 적혈구지수의 경우 적혈구수, 헤모글로빈, 헤마토크릿, MCHC가 남학생이 여학생보다 유의하게 높았다. 체중, 체질량지수, 비만지수는 모두 수축기 혈압과 유의한 정의 상관관계를 보였고(p<0.01, p<0.05, p<0.05), 체지방률은 영양지식과 유의한 부의 상관관계를 보였다(p<0.05). 비만도와 영양소 섭취량과의 관계에서 체중, 체질량지수, 비만지수는 콜레스테롤 섭취량과(p<0.01, p<0.05, p<0.05) 각각 유의한 정의 상관관계를 보였다. 비만도와 혈액성상과의 관계에서 체중은HDL-콜레스테롤과 유의한 부의 상관관계를(p<0.05), 적혈구수, 헤모글로빈, 헤마토크릿과는 유의한 정의 상관관계를(각 p<0.05) 보였다. 체질량지수와 비만지수는 각각 HDL-콜레스테롤과는 부의 (각 P<0.05), 적혈구수와는 정의(각 p<0.05) 상관관계를 보였다. 허리엉덩이둘레비는 혈청 GPT, glucose, MCV와 각각 유의한 정의 상관관계를 보였다(각 p<0.05). 이상의 연구결과를 종합할 때 남녀 비만 중학생 모두 총 열량 섭취량 중 지질로

인터넷쇼핑몰의 VMD 구성요인에 대한 탐색적 연구 (An Exploratory Study on the Components of Visual Merchandising of Internet Shopping Mall)

  • 김광석;신종국;구동모
    • 마케팅과학연구
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    • 제18권2호
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    • pp.19-45
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    • 2008
  • 본 연구는 인터넷쇼핑몰 비주얼 머천다이징의 주요차원을 고객이 쇼핑몰에 진입한 후 정보탐색과 대안평가를 거치는 등의 쇼핑과정을 토대로 AIDA모형 관점에서 점포, 제품, 촉진에 초점을 맞추었다. VMD의 주요차원(primary dimensions)으로는 점포디자인, 머천다이징, 그리고 머천다이징단서로 구분하였다. 선행연구 결과를 토대로 점포다자인의 하위차원으로는 차별성, 간결성, 위치확인성을, 머천다이즈의 하위차원으로는 제품구색, 명성, 정보성을, 그리고 머천다이징단서의 하위차원으로는 제품추천 및 링크를 설정하여 VMD태도와의 관계를 탐색적으로 조사하였다. 연구결과 이들 세 차원은 종속변수에 유의한 정의 영향을 미치는 것으로 나타났다.

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