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검색결과 3,431건 처리시간 0.034초

기술 성숙도 및 의존도의 네트워크 분석을 통한 유망 융합 기술 발굴 방법론 (Discovering Promising Convergence Technologies Using Network Analysis of Maturity and Dependency of Technology)

  • 최호창;곽기영;김남규
    • 지능정보연구
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    • 제24권1호
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    • pp.101-124
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    • 2018
  • 최근 다양한 분야에서 새로운 기술이 출현하고 있으며, 이들 대부분은 기존 기술들의 융합(Convergence)을 통해 형성되고 있다. 또한 가까운 미래에 출현하게 될 유망한 융합 기술을 예측함으로써 변화하는 기술 지형에 선제적으로 대응하기 위한 수요가 꾸준히 증가하고 있으며, 이러한 수요에 부응하여 많은 기관과 연구자들은 미래 유망 융합 기술 예측을 위한 분석을 수행하고 있다. 하지만 이와 관련한 기존의 많은 연구들은 (i) 고정된 기술 분류 기준을 분석에 사용함으로써 기술 분야의 동적 변화를 반영하지 못했다는 점, (ii) 예측 모형 수립 과정에서 주로 범용성 네트워크 지표를 사용함으로써 기술의 융합이라는 목적에 부합하는 고유 특성을 활용하지 못했다는 점, 그리고 (iii) 유망 분야 예측 모형의 정확성 평가를 위한 객관적 방법을 제시하지 못했다는 점 등에서 한계를 갖고 있다. 이에 본 연구에서는 (i) 토픽 모델링을 통해 기존의 고정된 분류 기준이 아닌 실제 기술시장의 동적 변화에 따른 새로운 기술군을 도출하고, (ii) 기술 성숙도 및 기술군 간 의존 관계에 따라 각 기술군의 융합적 특성을 반영하는 잠재 성장 중심성(Potential Growth Centrality) 지표를 산출하였으며, (iii) 잠재 성장 중심성에 근거하여 예측한 유망 기술의 성숙도 증가량을 시기별로 측정하여 예측 모형의 정확도를 평가하는 방안을 제시한다. 이와 더불어 제안 방법론의 성능 및 실무 적용 가능성의 평가를 위해 특허 문서 13, 477건에 대한 실험을 수행하였으며, 실험 결과 제안한 잠재 성장 중심성에 따른 예측 모형이 단순히 현재 활용되는 영향도 기반의 예측 모형에 비해 최대 약 2.88배 높은 예측 정확도를 보임을 확인하였다.

소비자인지도화령수상사회책임(消费者认知度和零售商社会责任): 종미국시각출발적도덕구매행위적탐색성연구(从美国视角出发的道德购买行为的探索性研究) (Consumer Awareness and Evaluation of Retailers' Social Responsibility: An Exploratory Approach into Ethical Purchase Behavior from a U.S Perspective)

  • Lee, Min-Young;Jackson, Vanessa P.
    • 마케팅과학연구
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    • 제20권1호
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    • pp.49-58
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    • 2010
  • 企业社会责任已经成为学者们进行研究的一个重要课题. 多数认为企业社会责任对企业去定义他们在社会中的责任是必要的, 并且为他们的商业活动提供社会和道德标准. 其结果是, 相当数量的零售商已经采用企业社会责任为一个战略工具来宣传他们的商业活动. 为此, 本研究企图探索美国消费者在他们对零售商主观的感知和评估的基础上在道德购买和消费中的态度和行为. 本文的目的包括: 1)测定参与者对零售商企业社会责任的认知度. 2)评定参与者如何评估零售商企业社会责任. 3)测定参与者对零售商企业社会责任的评估过程是否影响他们对零售商的态度. 4)评定参与者对零售商企业社会责任的态度是否影响他们的购买行为. 本文并没有关注实际的零售商企业社会责任表现. 因为消费者的决定过程是基于个体的评定而不是实际的事实. 本研究调查了美国大学生对零售商企业社会责任的认知和评估. 本研究的参与者是56名来自美国东南大学的大学生. 他们的年龄在18岁到26岁之间. 使用开放性译码和选择性译码进行内容分析. 我们收集和分析了超过100张单倍行距的答复. 使用两步骤的译码(即开放性译码和选择性译码. 译码结果和分析笔记用来理解参与者对企业社会责任的认知和从书写的回复中提炼出来包括直接引用的答案所支持的伦理购买行为. 为保护参与者隐私, 这里使用的都是化名. 参与者被要求写下有关零售商, 他们对企业社会责任问题的认识和评估一个零售商的企业社会责任表现. 大部分应答者(n=28)表明他们对企业社会责任有一定的认识但是不觉得需要按这个要求去做. 少数应答者(n=8)表明他们对企业社会责任有一定的认识但是基本不关心. 结果表明当大学生评估零售商的几页社会责任表现时, 他们使用企业社会责任的三个纬度: 员工支持, 社区支持和环境支持. 我们发现如何对待和支持员工是一个评估零售商的企业社会责任的重要准则. 应答者表明作为一个员工和零售商有好的经历会使他们对此零售商有积极的感知和态度. 和员工支持相关的有四个主题: 根据员工表现的奖励和惩罚, 工作环境, 员工教育和训练课程, 以及员工和员工家人折扣. 良好的赏罚机制被认为是一个重要的属性. 和工作环境相关的因素包括: 零售商如何良好的遵守与工作时间相关的规则, 午餐时间和休息同样被认为是重要的属性之一. 有关社区支持, 有三个方面: 对当地社区销售比率的贡献, 对慈善组织的财政贡献和对社区大型活动的支持. 在环境方面, 有两个主题: 循环利用和销售有机或绿色产品. 在回复中有提到, 零售商正在尝试去做对环境友好所能做的. 一位应答者提到这个公司正在创造有环保设计的店铺. 并且能在这家公司的网站上轻松的找到为帮助环境所做的事情的信息. 应答者还注意到这些店铺可提供有机和亲环境产品. 应答者在此类中还提到关于这个公司如何使用环保的杯子和他们如何帮助新奥尔良的居民重建家园. 应答者注意到零售商为购买产品的消费者提供可再使用的袋子. 一位应答者说一家零售商通过提供有机棉来使他们的产品帮助环境. 在分析应答者之后, 我们发现参与者对零售商的企业社会责任的评估影响他们对零售商的态度. 然而, 在态度和购买行为之间有显著的差异. 尽管参与者对零售商的企业社会责任有积极的态度, 但资金和时间的缺乏也影响他们的购买行为. 总体来看, 一半的应答者(n=28)提到在购物时企业社会责任表现影响他们的购买决定. 本研究的结果为零售商针对消费者提高他们的形象而考虑企业社会责任提供了支持. 本研究暗示出消费者根据员工, 社区和环境三方面的支持来评估零售商. 评估, 态度和购买行为似乎是密切相关的. 也就是说, 评估是基于消费者对零售商企业社会责任的认识. 这些认识可以影响他们对零售商的态度从而进一步影响他们的购买行为. 参与者同时表明企业社会责任会使他们对零售商印象良好但是并不会影响他们的购买行为. 在参与者中, 价格和便利似乎超越了企业社会责任的重要性. 本文还讨论了此研究的启示, 对未来研究的建议和研究的局限.

암환자를 위한 호스피스 케어에 관한 탐색적 연구 (An Exploratory Study of Hospice Care to Patients with Advanced Cancer)

  • 박혜자
    • 대한간호
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    • 제28권3호
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    • pp.52-67
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    • 1989
  • True nursing care means total nursing care which includes physical, emotional and spiritual care. The modern nursing care has tendency to focus toward physical care and needs attention toward emotional and spiritual care. The total nursing care is mandatory for patients with terminal cancer and for this purpose, hospice care became emerged. Hospice case originated from the place or shelter for the travellers to Jerusalem in medieval stage. However, the meaning of modem hospice care became changed to total nursing care for dying patients. Modern hospice care has been developed in England, and spreaded to U.S.A. and Canada for the patients with terminal cancer. Nowaday, it became a part of nursing care and the concept of hospice care extended to the palliative care of the cancer patients. Recently, it was introduced to Korea and received attention as model of total nursing care. This study was attempted to assess the efficacy of hospice care. The purpose of this study was to prove a difference in terms of physical, emotional a d spiritual aspect between the group who received hospice care and who didn't receive hospice care. The subject for this study were 113 patients with advanced cancer who were hospitalized in the S different hospitals. 67 patients received hospice care in 4 different hospitals, and 46 patients didn't receive hospice care in another 4 different hospitals. The method of this study was the questionaire which was made through the descriptive study. The descriptive study was made by individual contact with 102 patients cf advanced cancer for 9 months period. The measurement tool for questionaire was made by author through the descriptive study, and included the personal religious orientation obtained from chung(originated R. Fleck) and 5 emotional stages before dying from Kubler Ross. The content ol questionaire consisted in 67 items which included 11 for general characteristics, 10 for related condition with cancer, 13 for wishes far physical therapy, 13 for emotional reactions and 20 for personal religious orientation. Data for this study was collected from Aug. 25 to Oct. 6 by author and 4 other nurse's who received education and training by author for the collection of data. The collected data were ana lysed using descriptive statistics, $X^2-test$, t-test and pearson correlation coefficient. Results of the study were as follows: "H.C Group" means the group of patient with cancer who received hospice care. "Non H.C Group" means the group of patient with cancer who did not receive hospice care. 1. There is a difference between H.C Group and Non H.C Group in term of the number of physical symptoms, subjective degree of pain sensation and pain control, subjective beliefs in physical cure, emotional reaction, help of present emotional and spiritual care from other personal, needs of emotional and spiritual care in future, selection of treatment method by patients and personal religious orientation. 2. The comparison of H.C Group and Non H.C Group 1) There is no difference in wishes for physical therapy between two groups(p=.522). Among Non H.C Group, a group, who didn't receive traditional therapy and herb medicine was higher than a group who received these in degree of belief that the traditional therapy and herb medicine can cure their disease, and this result was higher in comparison to H.C Group(p=.025, p=.050). 2) Non H.C Group was higher than H.C Group in degree of emotional reaction(p=.050). H.C Group was higher than Non H.C Group in denial and acceptant stage among 5 different emotional stages before dying described by Kubler Ross, especially among the patient who had disease more than 13 months(p=.0069, p=.0198). 3) Non H.C Group was higher than H. C Group in demanding more emotional and spiritual care to doctor, nurse, family and pastor(p=. 010). 4) Non H.C Group was higher than H.C Group in demanding more emotional and spiritual care to each individual of doctor, nurse and family (p=.0110, p=.0029, P=. 0053). 5) H.C Group was higher th2.n Non H.C Group in degree of intrinsic behavior orientation and intrinsic belief orientation of personal religious orientation(p=.034, p=.026). 6) In H.C Group and Non H.C Group, the degree of emotional demanding of christians was significantly higher than non christians to doctor, nurse, family and pastor(p=. 000, p=.035). 7) In H.C Group there were significant positive correlations as following; (1) Between the degree of emotional demandings to doctor, nurse, family & pastor and: the degree of intrinsic behavior orientation in personal religious orientation(r=. 5512, p=.000). (2) Between the degree of emotional demandings to doctor, nurse. family & pastor and the degree of intrinsic belief orientation in personal religious orientation(r=.4795, p=.000). (3) Between the degree of intrinsic behavior orientation and the degree of intrinsic: belief orientation in personal religious orientation(r=.8986, p=.000). (4) Between the degree of extrinsic religious orientation and the degree of consensus religious orientation in personal religious orientation (r=. 2640, p=.015). In H.C. Group there were significant negative correlations as following; (1) Between the degree of intrinsic behavior orientation and extrinsic religious orientation in personal religious orientation (r=-.4218, p=.000). (2) Between the degree or intrinsic behavior orientation and consensus religious orientation in personal religious orientation(r=-. 4597, p=.000). (3) Between the degree of intrinsic belief orientations and the degree of extrinsic religious orientation in personal religious orientation(r=-.4388, p=.000). (4) Between the degree of intrinsic belief orientation and the degree of consensus religious orientation in personal religious orientation(r=-. 5424, p=.000). 8) In Non H.C Group there were significant positive correlation as following; (1) Between the degree of emotional demandings to doctor, nurse, family & pastor and the degree of intrinsic behavior orientation in personal religious orientation(r= .3566, p=.007). (2) Between the degree of emotional demandings to doctor, nurse, family & pastor and the degree of intrinsic belief orientation in personal religious orientation(r=.3430, p=.010). (3) Between the degree of intrinsic behavior orientation and the degree of intrinsic belief orientation in personal religious orientation(r=.9723, p=.000). In Non H.C Group there were significant negative correlation as following; (1) Between the degree of emotional demandings to doctor, nurse, family & pastor and the degree of extrinsic religious orientation in personal religious orientation(r= -.2862, p=.027). (2) Between the degree of intrinsic behavior orientation and the degree of extrinsic religious orientation in personal religious orientation(r=-. 5083, p=.000). (3) Between the degree of intrinsic belief orientation and the degree of extrinsic religious orientation in personal religious orientation(r=-. 5013, p=.000). In conclusion above datas suggest that hospice care provide effective total nursing care for the patients with terminal cancer, and hospice care is mandatory in all medical institutions.

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조직구성원의 정보기술 인적역량과 개인 업무만족 및 업무성과 간의 관계: 목표지향성 관점 (Relationships Among Employees' IT Personnel Competency, Personal Work Satisfaction, and Personal Work Performance: A Goal Orientation Perspective)

  • 허명숙;천면중
    • Asia pacific journal of information systems
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    • 제21권4호
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    • pp.63-104
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    • 2011
  • The study examines the relationships among employee's goal orientation, IT personnel competency, personal effectiveness. The goal orientation includes learning goal orientation, performance approach goal orientation, and performance avoid goal orientation. Personal effectiveness consists of personal work satisfaction and personal work performance. In general, IT personnel competency refers to IT expert's skills, expertise, and knowledge required to perform IT activities in organizations. However, due to the advent of the internet and the generalization of IT, IT personnel competency turns out to be an important competency of technological experts as well as employees in organizations. While the competency of IT itself is important, the appropriate harmony between IT personnel's business capability and technological capability enhances the value of human resources and thus provides organizations with sustainable competitive advantages. The rapid pace of organization change places increased pressure on employees to continually update their skills and adapt their behavior to new organizational realities. This challenge raises a number of important questions concerning organizational behavior? Why do some employees display remarkable flexibility in their behavioral responses to changes in the organization, whereas others firmly resist change or experience great stress when faced with the need to alter behavior? Why do some employees continually strive to improve themselves over their life span, whereas others are content to forge through life using the same basic knowledge and skills? Why do some employees throw themselves enthusiastically into challenging tasks, whereas others avoid challenging tasks? The goal orientation proposed by organizational psychology provides at least a partial answer to these questions. Goal orientations refer to stable personally characteristics fostered by "self-theories" about the nature and development of attributes (such as intelligence, personality, abilities, and skills) people have. Self-theories are one's beliefs and goal orientations are achievement motivation revealed in seeking goals in accordance with one's beliefs. The goal orientations include learning goal orientation, performance approach goal orientation, and performance avoid goal orientation. Specifically, a learning goal orientation refers to a preference to develop the self by acquiring new skills, mastering new situations, and improving one's competence. A performance approach goal orientation refers to a preference to demonstrate and validate the adequacy of one's competence by seeking favorable judgments and avoiding negative judgments. A performance avoid goal orientation refers to a preference to avoid the disproving of one's competence and to avoid negative judgements about it, while focusing on performance. And the study also examines the moderating role of work career of employees to investigate the difference in the relationship between IT personnel competency and personal effectiveness. The study analyzes the collected data using PASW 18.0 and and PLS(Partial Least Square). The study also uses PLS bootstrapping algorithm (sample size: 500) to test research hypotheses. The result shows that the influences of both a learning goal orientation (${\beta}$ = 0.301, t = 3.822, P < 0.000) and a performance approach goal orientation (${\beta}$ = 0.224, t = 2.710, P < 0.01) on IT personnel competency are positively significant, while the influence of a performance avoid goal orientation(${\beta}$ = -0.142, t = 2.398, p < 0.05) on IT personnel competency is negatively significant. The result indicates that employees differ in their psychological and behavioral responses according to the goal orientation of employees. The result also shows that the impact of a IT personnel competency on both personal work satisfaction(${\beta}$ = 0.395, t = 4.897, P < 0.000) and personal work performance(${\beta}$ = 0.575, t = 12.800, P < 0.000) is positively significant. And the impact of personal work satisfaction(${\beta}$ = 0.148, t = 2.432, p < 0.05) on personal work performance is positively significant. Finally, the impacts of control variables (gender, age, type of industry, position, work career) on the relationships between IT personnel competency and personal effectiveness(personal work satisfaction work performance) are partly significant. In addition, the study uses PLS algorithm to find out a GoF(global criterion of goodness of fit) of the exploratory research model which includes a mediating variable, IT personnel competency. The result of analysis shows that the value of GoF is 0.45 above GoFlarge(0.36). Therefore, the research model turns out be good. In addition, the study performs a Sobel Test to find out the statistical significance of the mediating variable, IT personnel competency, which is already turned out to have the mediating effect in the research model using PLS. The result of a Sobel Test shows that the values of Z are all significant statistically (above 1.96 and below -1.96) and indicates that IT personnel competency plays a mediating role in the research model. At the present day, most employees are universally afraid of organizational changes and resistant to them in organizations in which the acceptance and learning of a new information technology or information system is particularly required. The problem is due' to increasing a feeling of uneasiness and uncertainty in improving past practices in accordance with new organizational changes. It is not always possible for employees with positive attitudes to perform their works suitable to organizational goals. Therefore, organizations need to identify what kinds of goal-oriented minds employees have, motivate them to do self-directed learning, and provide them with organizational environment to enhance positive aspects in their works. Thus, the study provides researchers and practitioners with a matter of primary interest in goal orientation and IT personnel competency, of which they have been unaware until very recently. Some academic and practical implications and limitations arisen in the course of the research, and suggestions for future research directions are also discussed.

흰쥐의 적출심장에서 HTK 용액의 심근보호 효과 (The Effect of the Histidine-Tryptophan-Ketoglutarate (HTK) Solution on Myocardial Protection in Isolated Rat Heart)

  • 송원영;장봉현;김규태
    • Journal of Chest Surgery
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    • 제37권8호
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    • pp.632-643
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    • 2004
  • 배경: HTK 용액은 우수한 심근보호 효과를 나타내는 것으로 알려져 왔다. HTK 용액은 비교적 낮은 농도의 칼륨으로 심정지를 유도하고, 저농도의 나트륨을 함유하며, 혈액보다 우수한 완충능을 제공하는 생물학적 완충제인 histidine을 다량 포함하는 것이 특징이다. HTK 용액의 심근보호 효과는 우수하여 1회 주입으로 상당한 시간(120분) 허혈로부터 심근을 보호한다고 보고되었다. 이 연구는 두 가지 다른 심근온도(10∼12$^{\circ}C$, 22∼24$^{\circ}C$)하에서 심근 허혈이 120분을 초과할 때 HTK 용액의 심근보호 효과를 평가하고자 하였다. 대상 및 방법: 체중 300∼340 g의 Sprague-Dawley계 흰쥐의 심장을 적출 하여 Krebs-Henseleit용액으로 100 cm $H_2O$의 압력으로 관류시켰다. 안정화 후에 심박동수, 좌심실내압, 관 관류량을 측정하였다. 상행대동맥을 통하여 HTK 용액을 1회 주입 후 적출 심장을 각기 다른 4가지 방법으로 보존하였다. 제1군(n=10)은 10∼12$^{\circ}C$의 저온에서 2시간, 제2군(n=10)은 22∼24$^{\circ}C$의 저온에서 2시간, 제3군(n=10)은 10∼12$^{\circ}C$의 저온에서 3시간, 제4군(n=10)은 22∼24$^{\circ}C$의 저온에서 3시간 보존하였다. 보존을 끝낸 후 적출 심장을 다시 관류 장치에 연결하여 재관류 후 15분, 30분, 45분에 각 각 심박동수, 좌심실내압, 관 관류량을 측정하였다. 미세구조 변화를 평가하기 위하여 심근을 생검하여 사립체 점수를 측정하였다. 결과: 심박동수는 제1군과 2군, 제1군과 3군의 비교에서 차이가 없었다. 제4군에서 재관류 후 15분에서 심박동수가 제1군에 비하여 유의하게 감소하였으나(p<0.05 by ANCOVA), 30분, 45분에서 심박동수는 회복되었고 제1군과 유의한 차이가 없었다. 좌심실내압은 제4군에서 재관류 후 15분, 30분, 45분에서 제1군에 비해 유의하게 감소하였다(p<0.001 by ANCOVA). 관 관류량은 제4군에서 재관류 후 15분, 30분, 45분에서 제1군에 비해 유의하게 감소하였다(p<0.001 by ANCOVA). 미세구조 변화의 평가에서 심근의 평균 사립체 점수는 제1군 1.02$\pm$0.29, 제2군 1.52$\pm$0.26, 제3군 1.56$\pm$0.45, 제4군 2.22$\pm$0.44였다. 걸론: HTK 용액은 2시간의 심근 허혈에 대하여 심근 온도에 관계없이 우수한 심근보호 효과를 나타내나, 허혈시간이 2시간을 초과하면 심근의 혈역학적 기능과 미세구조의 변화는 중등도의 저온(22∼24$^{\circ}C$)에서 유의하게 악화되었다. 이 같은 결과로 볼 때 심근 허혈시간이 2시간을 초과한다면 심근 온도를 낮추어야 할 것으로 판단된다.

공연장에서 다중 몰입도 측정을 위한 시스템 개발 (System Development for Measuring Group Engagement in the Art Center)

  • 류준모;최일영;최이권;김재경
    • 지능정보연구
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    • 제20권3호
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    • pp.45-58
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    • 2014
  • 몰입은 관람객이 콘텐츠를 관람할 때 관람객들이 콘텐츠에 몰두하고 있는 심리적 상태를 의미하는 것으로, 관람객의 몰입경험은 콘텐츠의 만족도에 긍정적인 영향을 미친다. 따라서 공연 같은 콘텐츠를 제공하는 기업들은 콘텐츠의 흥행을 위해 관람객의 몰입도를 측정하는 것은 매우 중요하다. 설문 등의 표본조사 방법을 통해 관람객의 몰입도를 측정 연구는 방송분야 등 에서 널리 사용되고 있다. 이러한 몰입도 측정방법은 콘텐츠 관람 이후 설문을 실시하기 때문에 몰입도를 실시간으로 측정할 수 없을 뿐만 아니라 몰입도 측정의 정확성이 저하되는 문제 등이 있다. 이러한 문제를 해결하기 위하여 생리적 반응이나 얼굴 표정 분석, 그리고 움직임 관찰 방법 등을 이용하여 몰입도를 측정하는 연구가 수행되고 있다. 생체 신호를 이용하여 몰입도를 측정하는 연구의 경우, 1인을 대상으로 생체신호를 측정할 뿐만 아니라, 많은 데이터 처리 시간과 비용이 소모되는 단점이 있어 많은 관람객이 관람하는 공연장에 적용하기에는 한계가 있다. 얼굴 표정인식 통해 몰입도를 측정하는 경우도 1인을 대상으로 하고 있으며, 밝은 조명의 실험실 환경에서만 가능하다는 단점이 존재한다. 또한 관람객들의 움직인 동기화를 이용하여 몰입도를 특정한 연구는 다중관객을 대상으로 하였지만, 이는 실험실 환경에 한정하여 적용된 사례이다. 따라서 본 연구에서는 공연장, 시사회관 등 많은 관람객들이 콘텐츠를 관람하는 실제 환경에서 다중관람객이 다중몰입도의 정량적 평가를 위한 시스템을 설계하고 개발하였다. 제안된 시스템은 외부장치, 서버, 내부장치 등의 3부분으로 구성되어 있다. 서울시 마포구 상암동에 위치한 DMC 홍보관에 상설 전시장으로 운영하고 있으며, 관람객들을 대상으로 데이터를 획득하고 있다. 제안하고 있는 시스템을 활용하면 콘텐츠의 어느 구간에서 관객들이 몰입을 하고 있는지, 어느 구간에서 몰입을 하고 있지 못한지 분석가능하기 때문에, 향후 콘텐츠 제작 및 마케팅에 유용하게 활용할 수 있을 것으로 기대된다.

감산사(甘山寺) 아미타불상(阿彌陁佛像)과 미륵보살상(彌勒菩薩像) 조상기(造像記)의 연구 (Dedicatory Inscriptions on the Amitabha Buddha and Maitreya Bodhisattva Sculptures of Gamsansa Temple)

  • 남동신
    • 미술자료
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    • 제98권
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    • pp.22-53
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    • 2020
  • 본 논문에서는 감산사(甘山寺)의 아미타불상(阿彌陁佛像)과 미륵보살상(彌勒菩薩像)의 광배(光背)에 각각 새겨진 조상기(造像記)를 재검토함으로써, 통일신라기 불상을 대표하는 걸작이자 기준작인 두 상을 새롭게 이해하고자 하였다. 이를 요약하면 다음과 같다. 먼저 I장에서는 '근대적 발견' 이래 지난 100년간의 연구 성과를 네 시기로 나누어 검토한 다음, 필자의 새로운 관점과 방법론을 제시하였다. 이어서 II장에서는 기왕의 미륵보살상>아미타불상의 위차(位次)를 비판하고 조상기를 재검토한 후 두 상의 배치와 외관에 근거하여 아미타불상>미륵보살상의 위차가 옳음을 논증하였다. III장에서는 마지막까지 판독 불능으로 남았던 두 글자를 처음으로 판독하고, 이를 포함하여 기존에 의미가 불분명하였던 몇몇 구절을 새롭게 해석하였다. 아울러 아미타불상조상기와 미륵보살상조상기의 문장 구조를 비교하고 조상기의 찬자와 서자에 대하여 새로운 해석을 시도하였으며, 서체(書體) 연구는 앞으로의 과제로 남겨두었다. 끝으로 IV장에서는 조상기의 내용을 조상주(造像主)와 조상(造像) 및 발원(發願)으로 나누어 재검토하였다. 특히 필자는 '돌아가신 부모님을 위하여'라는 조상기의 구절이 상투적인 표현에 그치지 않고 실질적인 의미가 있음을 밝히고자 하였다. 결론적으로 말하자면 다음과 같다. 김지성(金志誠)이 돌아가신 부모를 모두 화장해서 동해 바닷가에 산골하였기 때문에, 나중에 부모를 추모하려 해도 그 마음을 의지할 물질적 표지(標識)가 없었다. 그래서 만년의 김지성은 감산전장(甘山田莊)을 희사하여 절로 삼고, 여기에 돌아가신 부모님을 위하여 돌로 각각 아미타불상과 미륵보살상을 조성하되, 부모님의 실제 모습을 투영하여 상(像)의 존용(尊容)을 사실적으로 조각하고 그 정혈(頂穴)에 부모의 상징물을 안치하였다고 해석하였다. 두 상 가운데 특히 미륵보살상은 관(冠)에 화불(化佛)이 있는 입상(立像)인데, 미술사학자들이 지적하였듯이, 이러한 도상(圖像)의 미륵보살상은 동아시아 불교조각사에서 그 유례를 찾아보기 어려워서, 도상적 특징만 본다면 십중팔구 관음보살상이라고 간주할 것이다. 반대로 조상기만 읽는 사람들에게는 의심할 여지없이 미륵보살상이다. 김지성은 돌아가신 어머니가 내세(來世)에는 도솔천에 상생(上生)하기를 기원하였기에 도솔천을 주재하는 미륵보살상을 만들기로 하되, 그 상에 자모(慈母)의 이미지를 투영하기 위하여 자비(慈悲)의 화신인 관음보살상의 도상을 취했던 것이다. 이것은 아미타불상도 마찬가지여서, 돌아가신 아버지의 극락왕생을 희구하여 아미타불상을 조성하되 모든 불교도의 자부(慈父)인 석가여래상의 도상을 차용하였다고 유추된다. 후대의 추모자들이 정면에서 상[Image]을 친견하고 뒤로 돌아가서 조상기[Text]를 읽었다면, 그들은 김지성의 부모님을 향한 추모의 마음에 깊이 공감하였을 것이다.

머신러닝과 KSCA를 활용한 디지털 사진의 색 분석 -한국 자연 풍경 낮과 밤 사진을 중심으로- (Color Analyses on Digital Photos Using Machine Learning and KSCA - Focusing on Korean Natural Daytime/nighttime Scenery -)

  • 권희은;구자준
    • 트랜스-
    • /
    • 제12권
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    • pp.51-79
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    • 2022
  • 본 연구에서는 색채 계획을 통해 콘텐츠를 제작할 때 참고할 만한 색을 도출하는 방법을 모색하기 위하여 진행되었다. 대상이 된 이미지는 한국 내의 자연풍광을 다룬 사진들로 머신러닝을 활용해 낮과 밤이 어떤 색으로 표현되는지 알아보고, KSCA를 통해 색 빈도를 도출하여 두 결과를 비교, 분석하였다. 낮과 밤 사진의 색을 머신러닝으로 구분한 결과, 51~100%로 구분했을 때, 낮의 색의 영역이 밤의 색보다 2.45배가량 더 많았다. 낮 class의 색은 white를 중심으로, 밤 class의 색은 black을 중심으로 명도에 따라 분포하였다. 낮 class 70%이상의 색이 647, 밤 class 70% 이상의 색이 252, 나머지(31-69%)가 101개로서 중간 영역의 색의 수는 적고 낮과 밤으로 비교적 뚜렷하게 구분되었다. 낮과 밤 class의 색 분포 결과를 통해 명도로 구분되는 두 class의 경계 색채값이 무엇인지 확인할 수 있었다. KSCA를 활용해 디지털 사진의 빈도를 분석한 결과는 전체적으로 밝은 낮 사진에서는 황색, 어두운 밤 사진에서는 청색 위주의 색이 표현되었음을 보여주었다. 낮 사진 빈도에서는 상위 40%에 해당하는 색이 거의 무채색에 가까울 정도로 채도가 낮았다. 또 white & black에 가까운 색이 가장 높은 빈도를 보여 명도차가 크다는 것을 알 수 있었다. 밤 사진의 빈도를 보면 상위 50% 가량 되는 색이 명도 2(먼셀 기호)에 해당하는 어두운 색이다. 그에 비해 빈도 중위권(50~80%)의 명도는 상대적으로 조금 높고(명도 3-4), 하위 20%에서는 여러 색들의 명도차가 크다. 난색들은 빈도 하위 8% 이내에서 간헐적으로 볼 수 있었다. 배색띠를 보았을 때, 전체적으로 남색을 위주로 조화로운 배색을 이루고 있었다. 본 연구의 색의 분포와 빈도의 결과값은 한국 내의 자연 풍경에 관한 디지털 디자인의 색채 계획에 참고 자료로 활용될 수 있을 것이다. 또한 색 분포를 나눈 결과는 해당색이 특정 디자인의 주조색이나 배경색으로 사용될 경우에 두 class 중 어느 쪽에 더 가까운 색인지에 대해 참고사항이 될 수 있을 것이며, 분석 이미지들을 몇 가지 class로 나눈다면, 각 class의 색 분포의 특성에 따라 분석 이미지에 사용되지 않은 색도 어느 class에 얼마큼 더 가까운 이미지인지 도출할 수 있을 것이다.

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.

한국(韓國) 재래산양(在來山羊)의 질소대사(窒素代謝) 및 기초대사량(基礎代謝量)에 관(關)한 연구(硏究) (Studies on the Nitrogenous Utilization and Basal Metabolism of Korean Native Goat)

  • 오홍록
    • 농업과학연구
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    • 제9권2호
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    • pp.546-555
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    • 1982
  • 한국재래산양(韓國在來山羊)에 대한 단백질(蛋白質)의 소화(消化), 흡수(吸收) 및 질소대사량(窒素代謝量)과 energy의 발생량(發生量)을 조사(調査)하기 위해서 생후(生後) 10개월령(個月令)인 생체중(生體重) 20kg의 모산양(牡山羊)과 생후(生後) 30개월령(個月令)인 생체중(生體重) 20kg의 빈산양(牝山羊)을 공시동물(供試動物)로 하고, 개방식(開放式) 중량측정(重量測定) 호흡시험장치(呼吸試驗裝置)를 이용(利用)하여, 사료(飼料)의 급여수준(給與水準)에 의(依)한 질소(窒素) 및 energy의 대사량(代謝量)을 측정(測定)한 결과(結果)를 요약(要約)하면 다음과 같다. 1. 재래산양(在來山羊)에 급여(給與)한 사료(飼料)는 품질(品質)이 중간정도(中間程度)의 orchard grass 건초(乾草)였으며, 1(일)日 평균(平均) 생체중(生體重)에 대(對)하여 0.66~0.92% 섭취(攝取)하였는데, 건초(乾草)의 품질(品質)이 우수(優秀)하여도 그 이상(以上)은 섭취(攝取)하지 못하였으며, 유산양(乳山羊)이나 면양(緬羊)에 비(比)하여 떨어지는데 이는 동물상내(動物箱內)에서 경경(璟境)의 변화(變化)에도 기인(基因)되는 것 같다. 농후사료(濃厚飼料)로 대두박(大豆粕)을 급여(給與)한 구(區)에서는 건초(乾草)를 1.06%, 대두박(大豆粕)을 0.6% 섭취하여 생체중(生體重)의 1.66%를 섭취하였다. 2. 개방식(開放式) 중량측정호흡법(重量測定呼吸法)에 의(依)한 $CO_2$깨스발생량(發生量)을 KOH 용액(溶液)에 흡수(吸收)시켜, 24시간(時間)의 증가량(增加量)을 측정(測定)한 결과(結果)는 99~117g이었으나, 사료섭취량(飼料攝取量)의 증가(增加)에 의(依)하여 $CO_2$gas 발생량(發生量)이 증가(增加)하는 경향(傾向)은 없으며, 체중(體重)의 증가와 $CO_2$gas 발생량(發生量)은 비례(比例)하였다. 3. Orchard grass만을 급여(給與)하였을때 단백질(蛋白質)의 소화율(消化率)은 24.0~41%였으며, 동건초(同乾草)와 대두박(大豆粕)을 급여(給與)하였을때는 58.2%였는데, orchard grass 건초(乾草)212g과 대두박(大豆粕)150g을 섭취하여 11.538g의 질소를 1일(日) 섭취하여도 질소축적(窒素蓄積)은 0.16g이었다. 이는 조단백질(粗蛋白質)로 환산(換算)하여 1(일)日 77.9g의 섭취가 되며, 생체중(生體重) 20kg내외(內外)의 재래산양(在來山羊)에 필요(必要)한 40~50g보다 많았으나, N.E의 발생량이 537Kcal였으므로, 단백질(蛋白質)이 energy로 분해(分解) 이용(利用)되었다. 4. Energy의 출납(出納)은 생후(生後) 10개월령(個月令)의 생체중(生體重) 20.5kg의 모산양(牡山羊)에게 orchard 건초(乾草) 158g을 급여(給與)한 구(區)에서 G.E로 624Kcal 섭취하였고 D.E 량(量)은 260Kcal, 급열발생량(給熱發生量)은 338Kcal로 78Kcal가 부족(不足)하였다. 또, 생체중(生體重) 20kg의 생후(生後)30개월령(個月令) 모산양(牡山羊)에게 건초(乾草)213g을 급여(給與)아여 G.E로 842Kcal를 섭취하였을때 D.E는 199Kcal였고, 총열발생량(총熱發生量)은 334Kcal로 135Kca1가 부족(不足)하였다. 동모산양(同牡山羊)에게 건초(乾草) 212g과 대두분(大豆粉)150g을 급여(給與)하여 G.E로 1609Kcal를 섭취하였을때 역시 54Kcal가 부족(不足)하였다. 따라서 생체중(生體重) 20kg 내외(內外)의 한국재래산양(韓國在來山羊)은 N.E로 600Kcal 이상(以上)이 요구(要求)되는 것 같다. 5. 기초대사량(基礎代謝量)의 측정결과(測定結果)는 생체중(生體重) 27.7kg의 모산양(牡山羊)을 2~3일(日) 절식(絶食)시켰을때 412Kcal 였으며 3~4일(日)에서는 240Kcal로 저하되었다. 시험기간(試驗期間)의 외기온도(外氣溫度)는 $29{\sim}34.5^{\circ}C$였으며 chamber 내(內) 온도(溫度)가 $32^{\circ}C$이상(以上)일때는 호흡(呼吸)이 panting 상태(狀態)로 되었다. 6. 재래산양(在來山羊)은 사료(飼料)의 단백질(蛋白質) 급여수준(給與水準)에 따라서 혈청내(血淸內) 단백질량(蛋白質量)은 완만하게 감소하였으나 혈청내(血淸內) 요소량(尿素量)은 현저하게 감소되는 것이 인정(認定)되었다.

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