• 제목/요약/키워드: Collaboration Research

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벤처기업의 사회적책임(CSR)활동의 영향요인에 관한 연구: 기업의 여유자원과 성장전략을 중심으로 (An Empirical Study on Influencing Factors of Venture Firm's CSR: Focusing on Slack Resources and Growth Strategy)

  • 장동현;연주한;김천규
    • 벤처창업연구
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    • 제19권3호
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    • pp.27-40
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    • 2024
  • 본 연구는 벤처기업의 사회적책임(CSR) 실천에 영향을 미치는 요인들을 여유자원(slack resource)과 기업의 성장전략 측면에서 실증적으로 도출하고 향후 벤처기업 CSR 활동의 발전적 확대 방안에 대한 시사점을 얻는 것을 목적으로 하고 있다. 우리나라에서 벤처기업은 1990년대 후반부터 경제적 가치 창출과 고용 창출 및 기술 발전과 같은 사회적 기여를 통해 국가 경제의 중요한 주체로 성장하였다. 이런 벤처기업의 위상에 수반되는 것이 다양한 이해관계자들과 조화로운 관계 형성 및 환경과 사회적 가치에 대한 기업의 책임(CSR)이다. 이제 CSR은 중소벤처기업에게 중요한 전략적 선택이 되고 있다. 그러나 지금까지 CSR 관련 연구는 주로 대기업이나 상장기업을 중심으로 이루어져 왔으며 벤처기업을 포함한 중소벤처기업 관련 연구는 많지 않다. 특히 벤처기업이 CSR 활동 참여라는 중요한 사업적 의사결정에 영향을 미치는 요인을 도출하고자 한 연구는 아직 없다. 본 연구는 중소벤처기업부의'2023년 벤처기업정밀실태조사'를 활용하여 로지스틱 다중회귀 분석을 적용하였다. 연구 결과로 벤처기업의 활용가능(available) 여유자원인 영업이익과 잠재적(potential) 여유자원인 정부의 정책지원금이 CSR활동에 긍정적 영향을 주며, 대기업과의 사업관계 및 향후 협력에 대한 기대도 CSR 활동에 긍정적인 영향을 주는 요인으로 도출되었다. 반면 소유와 경영이 분리되지 않은 경우가 많은 벤처기업에서 대표자의 지분율이 높을수록 CSR 활동에는 부정적인 영향을 주는 것으로 분석되었다. 본 연구는 벤처기업의 CSR 활동 영향요인에 관한 최초의 실증연구로서 학술적 의미가 있으며 벤처기업의 CSR 활동의 발전적 확대를 위해 정부의 정책적 지원과 대기업들과 벤처기업간 상생협력이 중요하다는 시사점을 제공한다.

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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.

구조화된 재활교육이 뇌졸중환자 가족의 스트레스에 미치는 영향 (A Study of the Effect of Structured Rehabilitation Education on the Stress of the Family with Stroke Patients)

  • 김병은;이정민;이향련
    • 동서간호학연구지
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    • 제1권1호
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    • pp.22-39
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    • 1997
  • Purpose: The purpose of this study is to evaluate the effect of rehabilitation education on the reduction of the stress of family members who have patients suffering from stroke and to find a new way to nurse the patients and their family. Subjects & Methods: The subjects were sixty-one family members with the patients who had been hospotalized in K hospital of oriental medicine from september the 9th, 1996 to september the fourteen, 1996. This study was performed by simulated control group pretest-posttest design; pretest was done on the control group through a questionnaire, counselling and observation while posttest was done on the experimental group 1-2 days after systemic rehabilitation education. To teach the patients and their family, the amended version of a book written by Lee Hae-jin was used as a tool for systemic rehabilitation education. As a method to estimate ADL score, modified Kang's method was applied and ADL score was measured by well-trained technician. As for the tool to estimate the degree of family stress, Choi's method adjusted to this study was applied. In the analysis of the data, social property of the patient and the characteristic of the disease were surveyed in $X^2$ examination to confirm the consistency between the experimental group and the control group. The diffrence in the degree of the stress, which is a dependent factor, was examined by t-test. The difference in ADL score between the experimental group and the control group was examined by t-test. The difference in the degree of the stress according to the general feature of the family with stroke patient, social property of the patients and the characteristic of the disease were surveyed by F examination. The difference in family stress according to the degree of ADL was surveyed by F examination. RESULTS: 1. After hypothetically-examined systemic rehabilitation education, the total of the score of family stress surveyed in 34 items of three domains was compared between the experimental group and the control group. There was no statistically significant difference between two groups; mean score of experimental group=2.28, that of control group=2.93(t=.17, df=59, p=. 66). 2. In the survey on family stress in 34 items, the items over mean score 3.0 were firstly the anxiety of possible disability and relapse of the disease and secondly to watch the patient's suffering without doing anything in the domain of the change of the disease and the difficulty in caring. And the items of the lowest stress with less than mean 2.0 score were little chance to meet the relative and friends, inconsistent treatment and attitude of the medical workers and the change of the attitude of the relative due to the patient orderly in the domain of social and personal relation and the responsibility as the family. The items which showed the difference between two groups were aggravation of neighboring patient(t=3.36, df= 59, p=.001) and the possibility of patient's death(t=2.19, df=58.38, p=.033) in the domain of the change of the disease and the difficulty in caring. 3. In the study on the stress difference according to general features of the family with the stroke patient, the score of family stress with the occupation was higher with mean 2.49 than that of the family stress without occupation with mean 2.16, but there was no significant difference. (F=5.21, df=1/59, p=.026). 4. In the study on the stress difference according to social property of the patient and the characteristic of the disease, there was significant difference in the age of the patients (F=2.98, df=3/57, p=.039). These results show that even if there is no statistically significant difference between two groups, sixteen of the experimental group are less than 3.0 in ADL score(standard 6 score)while eight of the control group are less than 3.0 and that ten of the experimental group are in the year range of 39-49 while four of the control group are in the year range of 39-49 which showed significant difference in family stress. These imply that there is a possibility that the experimental group have serious and fundamental stress resulting in high pretest stress compared with the control group. It might be due to the characteristic of simulated control group pretest-posttest design that the psychologic-supportive effect by the education was not observed. On the basis of these results, the followings are suggested. 1) A study on the nursing-mediated method to reduce the stress in the items which are not resolved by rehabilitation education, a study on nursing according to the patient's age and a study on the supportive nursing toward the family with occupation are required. 2) More than two times consecutive nursing-mediated rehabilitation education to measure the family stress is required. 3) Comprehensive and multilateral systemic education program including the instruction on western-eastern medicine, physical therapy, exercise and diet through collaboration of the experts in each field is required. 4) Family stress at home as well as in the hospital needs to be estimated and home rehabilitation and home-nursing needs to be continued.

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화학물질 관리 연구-2. 환경부와 고용노동부의 관리 화학물질의 구분, 노출기준 및 독성 지표 등의 특성 비교 (Study on the Chemical Management - 2. Comparison of Classification and Health Index of Chemicals Regulated by the Ministry of Environment and the Ministry of the Employment and Labor)

  • 김선주;윤충식;함승헌;박지훈;김송하;김유나;이지은;이상아;박동욱;이권섭;하권철
    • 한국산업보건학회지
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    • 제25권1호
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    • pp.58-71
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    • 2015
  • Objectives: The aims of this study were to investigate the classification system of chemical substances in the Occupational Safety and Health Act(OSHA) and Chemical Substances Control Act(CSCA) and to compare several health indices (i.e., Time Weighted Average (TWA), Lethal Dose ($LD_{50}$), and Lethal Concentration ($LC_{50}$) of chemical substances by categories in each law. Methods: The chemicals regulated by each law were classified by the specific categories provided in the respective law; seven categories for OSHA (chemicals with OELs, chemicals prohibited from manufacturing, etc., chemicals requiring approval, chemicals kept below permissible limits, chemicals requiring workplace monitoring, chemicals requiring special management, and chemicals requiring special heath diagnosis) and five categories from the CSCA(poisonous substances, permitted substances, restricted substances, prohibited substances, and substances requiring preparation for accidents). Information on physicochemical properties, health indices including CMR characteristics, $LD_{50}$ and $LD_{50}$ were searched from the homepages of the Korean Occupational and Safety Agency and the National Institute of Environmental Research, etc. Statistical analysis was conducted for comparison between TWA and health index for each category. Results: The number of chemicals based on CAS numbers was different from the numbers of series of chemicals listed in each law because of repeat listings due to different names (e.g., glycol monoethylether vs. 2-ethoxy ethanol) and grouping of different chemicals under the same serial number(i.e., five different benzidine-related chemicals were categorized under one serial number(06-4-13) as prohibited substances under the CSCA). A total of 722 chemicals and 995 chemicals were listed at the OSHA and its sub-regulations and CSCA and its sub-regulations, respectively. Among these, 36.8% based on OSHA chemicals and 26.7% based on CSCA chemicals were regulated simultaneously through both laws. The correlation coefficients between TWA and $LC_{50}$ and between TWA and $LD_{50}$, were 0.641 and 0.506, respectively. The geometric mean values of TWA calculated by each category in both laws have no tendency according to category. The patterns of cumulative graph for TWA, $LD_{50}$, $LC_{50}$ were similar to the chemicals regulated by OHSA and CCSA, but their median values were lower for CCSA regulated chemicals than OSHA regulated chemicals. The GM of carcinogenic chemicals under the OSHA was significantly lower than non-CMR chemicals($2.21mg/m^3$ vs $5.69mg/m^3$, p=0.006), while there was no significant difference in CSCA chemicals($0.85mg/m^3$ vs $1.04mg/m^3$, p=0.448). $LC_{50}$ showed no significant difference between carcinogens, mutagens, reproductive toxic chemicals and non-CMR chemicals in both laws' regulated chemicals, while there was a difference between carcinogens and non-CMR chemicals in $LD_{50}$ of the CSCA. Conclusions: This study found that there was no specific tendency or significant difference in health indicessuch TWA, $LD_{50}$ and $LC_{50}$ in subcategories of chemicals as classified by the Ministry of Labor and Employment and the Ministry of Environment. Considering the background and the purpose of each law, collaboration for harmonization in chemical categorizing and regulation is necessary.

홈서비스로봇의 맵빌딩을 위한 효율적인 휴먼-로봇 상호작용방식에 대한 연구 (A Study on the Efficient Human-Robot Interaction Style for a Map Building Process of a Home-service Robot)

  • 이우훈;김연지;김현진;양경혜;박용국;방석원
    • 디자인학연구
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    • 제18권2호
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    • pp.155-164
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    • 2005
  • 홈서비스로봇은 지능적으로 인간과 상호작용하고 스마트하게 서비스를 제공하기 위해 주변 환경에 대한 충분한 공간정보를 파악하고 있어야 한다. 따라서 인간과 로봇이 공조하여 맵빌딩을 수행할 경우 보다 효율적으로 태스크를 수행하기 위한 상호작용 방식에 대해 연구할 필요가 있다. 본 연구는 우선 청소용 로봇의 맵빌딩 태스크를 분석하여 맵빌딩수순(태스크우선/방우선), 표시창 설치(본체/본체+리모컨), 로봇 유도방식(푸쉬방식/풀방식), 피드백 제시양식 (GUI/GUI+TTS)등 4 가지 디자인 요인을 추출하고 그에 대한 잠정적 해결안을 제시하였다. 디자인 요인과 잠정적 해결안을 실험 변인과 수준으로 정의하고 맵빌딩 태스크의 수행도와 행태에 어떠한 영향을 미치는지를 파악하였다. 이를 위해 총 8종류의 실험용 프로토타입을 제작하고 16명의 가정주부를 대상으로 사용성 평가를 실시하여 실증적인 데이터를 수집하였다. 실험결과 맵빌딩 수순이라는 측면에서는 예상과 같이 태스크우선 방식보다는 방우선 방식에서 우수한 태스크 수행도를 보였다. 표시창 설치라는 디자인 요인에 대해서는 리모컨에 표시창이 부착되어 있는 경우 높은 작업수행도와 주관적 만족도를 나타냈다. 로봇 유도방식 측면에서는 예상과는 달리 풀방식과 푸쉬방식 사이에서 태스크 수행도에 큰 차이를 발견할수 없었고 오히려 푸쉬방식에 대한 높은 주관적 만족도를 나타냈다. 피드백 제시양식에 대한 분석결과에서도 예상과 달리 TTS에 의한 부가적인 조작지침 제시는 부정적 이라는 사실을 발견하였다. 맵빌딩을 통해 환경정보를 취득하기 이전 청소용 로봇의 자율성은 초보적인 상태이기 때문에 사용자는 단지 이동성이 있는 가전제품과 상호작용하고 있다고 볼 수 있다. 따라서 총체적으로 보아 전통적인 가전제품을 조작할 때 사용되는 리모컨기반 상호작용방식을 청소용 로봇의 빌빌딩 과정에서도 선호하는 것으로 보인다.

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융합 서비스 모델 개발 방법론 및 체계 연구 (A Framework for Creating Inter-Industry Service Models in the Convergence Era)

  • 권혁인;류귀진;주희엽;김만진
    • Asia pacific journal of information systems
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    • 제21권1호
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    • pp.81-101
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    • 2011
  • In today's rapidly changing and increasingly competitive business environment, new product development in tune with market trends in a timely manner has been a matter of the utmost concern for all enterprises. Indeed, developing a sustainable new business has been a top priority for not only business enterprises, but also for the government policy makers accountable for the health of Its national economy as well as for decision makers in what type of organizations. Further, for a soft landing of new businesses, building a government-initiated industry base has been claimed to be necessary as a way to effectively boost corporate activities. However, the existing methodology in new service and new product development is not suitable for nurturing industry, because it is mainly focused on the research and development of corporate business activities instead of new product development. The approach for developing new business is based on 'innovation' and 'convergence.' Yet, the convergence among technologies, supplies, businesses and industries is believed to be more effective than innovation alone as a way to gain momentum. Therefore, it has become more important than ever to study a new methodology based on convergence in industrial quality new product development (NPD) and new service development (NDS). In this research, therefore, we reviewed any restrictions in the existing new product and new service development methodology and the existing business model development methodology. In doing so, we conducted industry standard collaboration analysis on a new service model development methodology in the private sector and the public sector. This approach is fundamentally different from the existing one in that ours focuses on new business development under private management. The suggested framework can be categorized into industry level and service level. First, in the industry level, we define new business opportunities In occurrence of convergence between businesses. For this, we analyze the existing industry at the industry level to identify the opportunities in a market and its business attractiveness, based on which the convergence industry is formulated. Also, through the analysis of environment and market opportunity at the industry level. we can trace how different industries are lined to one another so as to extend the result of the study to develop better insights into industry expansion and new industry emergence. After then, in the service level, we elicit the service for the defined new business, which is composed of private service and supporting service for nurturing industry. Private service includes 3steps: plan-design-do; supporting service for nurturing industry has 4 steps: selection-make environment- business preparation-do and see. The existing methodology focuses on mainly securing business competitiveness, building a business model for success, and offering new services based on the core competence of companies. This suggested methodology, on other hand, suggests the necessity of service development, when new business opportunities arise, in relation to the opportunity analysis of supporting service based on the clear understanding of new business supporting infrastructure optimization. Meanwhile, we have performed case studies on the printing and publishing field with the restrict procedure and development system to assure the feasibility and practical application. Even though the printing and publishing industry is considered a typical knowledge convergence industry, it is also known as a low-demand and low-value industry in Korea. For this reason, we apply the new methodology and suggest the direction and the possibility of how the printing and publishing industry can be transformed as a core dynamic force for new growth. Then, we suggest the base composition service for industry promotion(public) and business opportunities for private's profitability(private).

사용자 제작 콘텐츠의 활성화 요인에 대한 정성적 연구: 구비문학 이론을 중심으로 (A Qualitative Study on Facilitating Factors of User-Created Contents: Based on Theories of Folklore)

  • 정승기;이기호;이인성;김진우
    • Asia pacific journal of information systems
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    • 제19권2호
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    • pp.43-72
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    • 2009
  • Recently, user-created content (UCC) have emerged as popular medium of on-line participation among users. The Internet environment has been constantly evolving, attracting active participation and information sharing among common users. This tendency is a significant deviation from the earlier Internet use as an one-way information channel through which users passively received information or contents from contents providers. Thanks to UCCs online users can now more freely generate and exchange contents; therefore, identifying the critical factors that affect content-generating activities has increasingly become an important issue. This paper proposes a set of critical factors for stimulating contents generation and sharing activities by Internet users. These factors were derived from the theories of folklores such as tales and songs. Based on some shared traits of folklores and UCC content, we found four critical elements which should be heeded in constructing UCC contents, which are: context of culture, context of situation, skill of generator, and response of audience. In addition, we selected three major UCC websites: a specialized contents portal, a general internet portal, and an official contents service site, They have different use environments, user interfaces, and service policies, To identify critical factors for generating, sharing and transferring UCC, we traced user activities, interactions and flows of content in the three UCC websites. Moreover, we conducted extensive interviews with users and operators as well as policy makers in each site. Based on qualitative and quantitative analyses of the data, this research identifies nine critical factors that facilitate contents generation and sharing activities among users. In the context of culture, we suggest voluntary community norms, proactive use of copyrights, strong user relationships, and a fair monetary reward system as critical elements in facilitating the process of contents generation and sharing activities. Norms which were established by users themselves regulate user behavior and influence content format. Strong relationships of users stimulate content generation activities by enhancing collaborative content generation. Particularly, users generate contents through collaboration with others, based on their enhanced relationship and specialized skills. They send and receive contents by leaving messages on website or blogs, using instant messenger or SMS. It is an interesting and important phenomenon, because the quality of contents can be constantly improved and revised, depending on the specialized abilities of those engaged in a particular content. In this process, the reward system is an essential driving factor. Yet, monetary reward should be considered only after some fair criterion is established. In terms of the context of the situation, the quality of contents uploading system was proposed to have strong influence on the content generating activities. Among other influential factors on contents generation activities are generators' specialized skills and involvement of the users were proposed. In addition, the audience response, especially effective development of shared interests as well as feedback, was suggested to have significant influence on contents generation activities. Content generators usually reflect the shared interest of others. Shared interest is a distinct characteristic of UCC and observed in all the three websites, in which common interest is formed by the "threads" embedded with content. Through such threads of information and contents users discuss and share ideas while continuously extending and updating shared contents in the process. Evidently, UCC is a new paradigm representing the next generation of the Internet. In order to fully utilize this innovative paradigm, we need to understand how users take advantage of this medium in generating contents, and what affects their content generation activities. Based on these findings, UCC service providers should design their websites as common playground where users freely interact and share their common interests. As such this paper makes an important first step to gaining better understand about this new communication paradigm created by UCC.

오픈 소스 개발자들의 참여 의도 강화 기제 및 참여 지속 의도에 관한 연구: 사회 정체성 이론과 조직시민행동 이론에 기반하여 (The Reinforcing Mechanism of Sustaining Participations in Open Source Software Developers: Based on Social Identity Theory and Organizational Citizenship Behavior Theory)

  • 최정홍;최주희;이혜선;황보환;이인성;김진우
    • Asia pacific journal of information systems
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    • 제23권3호
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    • pp.1-23
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    • 2013
  • Open Source Software Development (OSSD) differentiates itself from traditional closed software development in that it reveals its source codes online and allows anyone to participate in projects. Even though its success was in doubt, many of the open collaborative working models produced successful results. Academia started to get interested in how developers are willing to participate even when there are no extrinsic rewards for their efforts. Many studies tried to explain developers' motivations, and the pursuit of ideology, reputation, and altruism are found to be the answers. Those studies, however, focused mostly on how the first contribution is made out of a certain motivation. Nowadays, OSSD reaches at its maturity and 70% of professional developers have used or utilized open source software or code in their works. As the proportion of people experiencing OSS, the accounts from previous studies are expected to be weakened. Also, extant literature fails to explain how the motivation of participating in OSS evolves over time and experiences. Given that changing over time or over experiences is the natural in the perception of motivation, studies in an attempt to understand how the motivation changes or evolves are in need. In this study, we aimed to explain how the perception about OSS from past usage or related experiences leads to the intention to sustain OSS participations. By doing so, we try to bridge the gap between previous studies and the actual phenomenon. We argued that perceived instrumentality about OSS learned from past experiences will first affect the formation of organizational identity towards general OSS community. And once the organizational identity is formed, it will affect the one's following behaviors related to OSS development, most likely to sustain the favoring stance toward OSS community. Our research distinguishes itself from previous one in that it divides the paths from organizational identity formed to the intention to sustain the voluntary helping behaviors, by altruistic and conforming intentions. Drawing on this structural model, we could explain how organizational identity engages in forming the sustaining intention from past experiences, and that the intention to help at individual level and organizational level works at different level in OSS community. We grounded our arguments on Social identity theory and Organizational Citizenship theory. We examined our assumption by constructing a structural equation model (SEM) and had 88 developers to answer our online surveys. The result is analyzed by PLS (partial least square) method. Consequently, all paths but one in our model are supported, the one which assumed the association between perceived instrumentality and altruistic intention. Our results provide directions in designing online collaborative platforms where open access collaboration is meant to occur. Theoretically, our study suggests that organizational citizenship behavior can occur from organizational identity, even in bottom-up organizational settings. More specifically, we also argue to consider both organizational level and individual level of motivation in inducing sustained participations within the platforms. Our result can be interpreted to indicate the importance of forming organizational identity in sustaining the participatory behaviors. It is because there was no direct association between perceived instrumentality from past experiences and altruistic behavior, but the perception of organizational identity bridges the two constructs. This means that people with no organizational identity can sustain their participations through conforming intention from only the perception of instrumentality, but it needs little more than that for the people to feel the intention to directly help someone in the community-first to form the self-identity as a member of the given community.

신발소공인 산업의 실태분석 및 정책지원 방향: 부산진구 범천동을 중심으로 (A Study for the Shoes Micro-sized Manufacturing Industry and the Development of the Government Policy: Surveyed on Beomcheon-Dong in Busan)

  • 김철민;김녹현
    • 한국산업정보학회논문지
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    • 제22권6호
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    • pp.47-59
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    • 2017
  • 우리나라는 그간 대기업 중심의 경제개발정책으로 인해 대기업과 중소기업 간의 양극화가 심화되고 있다. 소공인 산업이란 중소기업보다도 더욱 영세한 규모의 산업형태로써 다양한 업종에 걸쳐 분포되어 있으며 우리나라 경제의 뿌리산업 역할을 하고 있다. 소공인 산업기반이 붕괴하면 뿌리산업의 생산구조 전체가 무너지게 되어 우리나라 산업 전체의 위기를 초래할 수 있기 때문에 소공인 산업지원 정책은 중요한 정책과제이다. 소공인 산업은 제조업 전반에 걸쳐 다양한 업종에 분포되어 있기 때문에 본 연구에서는 연구범위를 신발산업으로 한정하고 주된 연구문제를 소공인 산업의 실태분석에 초점을 두고 수행하였다. 효과적 실태분석을 위하여 1차적으로 간접자료인 통계청 자료를 기반으로 하여 신발소공인 현황을 분석하였으며, 이 중 신발소공인이 가장 밀집된 부산지역을 대상으로 설문분석방법을 활용하여 직접자료를 수집하고 분석에 활용하였다. 수집된 자료는 SPSS 통계프로그램을 이용하여 빈도분석 및 기술적 분석 중심으로 이루어졌으며 주요 발견점은 다음과 같다. 첫째, 신발산업은 중소기업형 산업으로써 신발소공인이 해당산업 내에서 차지하는 비중이 매우 높다. 특히 신발업종에서 중소기업은 지속적으로 감소하고 있는 반면 신발소공인의 비중은 지속적으로 증가하고 있어 신발산업의 영세성은 갈수록 심화되고 있다. 둘째, 신발소공인의 기술숙련도는 높지만 노령화가 진행되고 있어서 기술의 차세대 전수를 위한 정부정책의 수립이 필요하다. 셋째, 대부분의 신발소공인 공장시설이 불안정하고 영세하기 때문에 아파트형 공장의 보급 등을 통해 영세하고 불안정한 생산기반을 안정화하고 현대화하기 위한 정부의 정책적 지원노력이 필요하다. 넷째, 특허 등과 같은 무형기술자산을 보유한 소공인이 매우 적으므로 소공인 특허출원 활성화제도를 구축함으로써 소공인 기술자산이 지속적으로 개발될 수 있는 기술환경 구축이 필요하다. 다섯째, 소공인들의 기업가 정신 및 협업마인드가 낮기 때문에 소공인에 대한 의식개혁과 함께 협동조합의 활성화가 이루어질 수 있도록 현행 협업지원제도의 보다 적극적 보완이 필요하다. 즉 협동조합을 통해 원가를 절감하고 공동브랜드 개발 및 공동판매를 통해 브랜드가치를 높이고 판로개척을 지원할 수 있는 정책적 지원노력이 수반되어야 할 것이다. 마지막으로 소공인은 기술 및 경영관리 역량이 취약하며 특히 국내에 한정된 판매망 및 주문자생산방식의 납품구조를 가지고 있으므로 마케팅 기능이 매우 취약하며 자사제품에 대한 생산 및 판매활동에 대한 계획수립이 거의 이루어지지 못해 적극적인 브랜드개발 및 시장개척 노력이 미흡한 것으로 나타났다. 본 연구의 한계점과 향후 연구방향 또한 논의되었다.

작물재배기술의 경제적 타당성 분석 : 방글라데시 피르간즈군과 쿠리그람군 사례 (The Economic Feasibility Analysis of Crop Cultivation Practice Project in Pirganj and Kurigram Districts, Bangladesh)

  • 나지아 타바섬;임재환;김은순
    • 농업과학연구
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    • 제35권1호
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    • pp.85-100
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    • 2008
  • 미국 농무성은 방글라데시의 Pirganj군과 Kurigram군에 작물재배기술을 보급하여 농민들의 소득을 향상시키고 작물의 수량을 제고하여 농민들의 식량을 자급 할 수 있도록 하기 위하여 2008년부터 2012년까지 4개년간 기술지원기금US$ 571,270을 제공할 계획이다. 이 사업의 주목적은 948ha, 임야개간 52ha 및 유휴지 345ha를 개발하고 농업생산기술을 지도 보급함으로써 농산물의 생산성을 제고시키고 가난한 1,059농가와 5,305명의 농촌농민들의 사회 경제적 생활조건을 개선시키는 것이다. 이 사업을 위하여 방글라데시의 미작연구소, 방글라데시 농업연구위원회, Rangpur Dinajpur 농촌 서비스 센터 및 농민단체들이 참여 하고 있다. 본 연구의 목적은 (1) 미곡, 밀, 옥수수, 엽연초 및 사탕수수의 생산성을 구명하고, (2) 작물 별 생산비와 소득을 추정하며, (3) 투입 산출물간의 상호관계를 구명하여 (3) 본 사업의 총 수익과 총 사업비를 비교함으로써 본 사업의 재무적 타당성 지표인 FIRR,NPV,B/C Ratio를 구명해 보고자 한다. 본 사업의 연간 순기대총편익은 US$ 33,028이다. 농산물 생산액의 총 증가액은 US$ 219,959이며 총 생산비증가액은 US$186,931로 추정되었다. 본 사업의 재무수익률은 경제분석기간을 15년으로 가정했을 경우 재무수익률(FIRR)이 26.15%로 추정되었으며, 이는 방글라데시의 할인율 10%보다 2.6배가 높게 나타났다. 방글라데시의 할인율을 10%로 볼 경우 B/C Ratio는 1.077이며 NPV는 US$ 101,663로 추정되었다. 따라서 본 사업은 방글라데시의 농촌경제를 활성화 시키고 가난한 농민들의 복지를 증대시키는데 있어 매우 중요한 농업정책으로써, 방글라데시의 타 지역에도 확대 보급함은 물론 재정적 지원을 지속해 나가야 할 것으로 판단된다.

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