• 제목/요약/키워드: Joining factors

검색결과 236건 처리시간 0.022초

충남 서북부지역 기업인의 네트워크 활동 특성과 성과기대 분석 (Analytical Study between CEO's Performance Expectancy and His Network Activity Characteristics focused on North-West Area Companies of the Chungnam Province)

  • 최애희;이재원;윤광식
    • 한국콘텐츠학회논문지
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    • 제12권12호
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    • pp.372-384
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    • 2012
  • 기업인의 네트워크가 기업의 성립과 성장에 중요하고 지역발전에도 필수적인 요소로 인식되고 있지만 기업인네트워크와 그 활동에 대한 실태조사를 포함하여 기업인네트워크의 특성과 성과에 대한 연구가 부족하다. 본 연구는 충남서북부에 소재한 기업들을 대상으로 기업인네트워크 활동에 대한 실태조사를 수행하고 기업인네트워크의 특성과 성과기대에 대한 분석연구를 수행하였다. 연구수행의 방법으로는 선행 연구들을 고찰하고 재무, 인적, 경영관리 성과기대를 종속변수로 하여 가입단체의 수, 평균 활동기간, 임원활동여부, 만족도의 독립변수와의 관계에 대한 연구모형을 실증분석 하였다. 검증은 응답된 전체 네트워크, 유형별 네트워크, 그리고 개별적 네트워크에 대한 3단계 분석으로 수행되었다. 분석결과, 모든 단계의 검증에서 인적 성과기대(직원채용 및 관리)는 유의성을 나타내지 않았으며, 전체 네트워크 검증에서 가입단체의 수가 성과기대(경영관리, 재무적)에, 만족도가 재무적 성과기대에 유의한 영향을 보였다. 유형별 검증 단계에서 B2G유형의 임원활동여부와 만족도가, CEO과정유형의 평균활동기간이 성과기대(경영관리, 재무적)에 영향을 나타냈다. 개별적 검증 단계에서는 특정한 네트워크에 한 해서 임원활동여부와 만족도가 성과기대(경영관리, 재무적)에 영향을 보였다. 본 연구는 기업인의 지역기반 기업인네트워크에 대한 이해와 전략적 활용을 가능하도록 하였다는 의의를 갖는다.

인공광을 이용한 접목표 활착촉진 시스템의 시작품 설계 - 활착촉진 시스템 내의 기온과 상대습도 분포에 미치는 기류속도의 효과 (Design of a Prototype System for Graft-Taking Enhancement of Grafted Seedlings Using Artificial Lighting - Effect of air current speed on the distribution of air temperature and relative humidity in a graft-taking enhancement system)

  • 김용현
    • Journal of Biosystems Engineering
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    • 제25권3호
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    • pp.213-220
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    • 2000
  • Grafting of fruit-bearing vegetables has been widely used to increase the resistance to soil-borne diseases, to increase the tolerance to low temperature or to soil salinity, to increase the plant vigor, and to extend the duration of economic harvest time. After grafting, it is important to control the environment around grafted seedlings for the robust joining of a scion and rootstock. Usually the shading materials and plastic films are used to keep the high relative humidity and low light intensity in greenhouse or tunnel. It is quite difficult to optimally control the environment for healing and acclimation of grafted seedlings under natural light. So the farmers or growers rely on their experience for the production of grafted seedling with high quality. If artificial light is used as a lighting source for graft-taking of grafted seedlings, the light intensity and photoperiod can be easily controlled. The purpose of this study was to develop a prototype system for the graft-taking enhancement of grafted seedlings using artificial lighting and to investigate the effect of air current speed on the distribution of air temperature and relative humidity in a graft-taking enhancement system. A prototype graft-taking system was consisted by polyurethane panels, air-conditioning unit, system controller and lighting unit. Three band fluorescent lamps (FL20SEX-D/18, Kumho Electric, Inc.) were used as a lighting source. Anemometer (Climomaster 6521, KANOMAX), T-type thermocouples and humidity sensors (CHS-UPS, TDK) were used to measure the air current speed, air temperature and relative humidity in a graft-taking system. In this system, air flow acted as a driving force for the diffusion of heat and water vapor. Air current speed, air temperature and relative humidity controlled by a programmable logic controller (UP750, Yokogawa Electric Co) and an inverter (MOSCON-G3, SAMSUNG) had an even distribution. Distribution of air temperature and relative humidity in a graft-taking enhancement system was fairly affected by air current speed. Air current speed higher than 0.1m/s was required to obtain the even distribution of environmental factors in this system. At low air current speed of 0.1m/s, the evapotranspiration rate of grafted seedlings would be suppressed and thus graft-taking would be enhanced. This system could be used to investigate the effects of air temperature, relative humidity, air current speed and light intensity on the evaportranspiration rate of grafted seedlings.

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휴대폰 외장부품 제조기술 공유를 위한 웹기반 플랫폼 개발 (Development of Web-Based Platform System for Sharing Manufacturing Technologies on Housing Parts of Mobile Products)

  • 정태성;윤길상;허영무;이효수;강문진
    • 대한기계학회논문집A
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    • 제37권1호
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    • pp.113-119
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    • 2013
  • 뿌리기술로 불리는 생산기반기술은 국내 주력기간산업과 미래유망산업 관련 제품의 품질 및 생산성을 좌우하는 핵심기술로서 제조산업의 주류를 이루는 중소기업의 경쟁력 강화를 위한 최적의 생산기반기술 관련 지식의 공유 및 확산은 매우 중요하다. 그러나, 생산기반기술은 현장 경험과 숙련 정도에 의존도가 높은 공정기술이기 때문에 이를 지식의 형태로 표준화하여 시스템적으로 공유하기 어렵다. 본 연구에서는 대표적인 모바일 핵심부품 중 하나인 휴대폰 외장부품 제조를 위해 공통적으로 필요한 부품 설계, 금형설계, 금형가공, 사출성형공정 최적화, 표면처리 등의 주요 기반기술의 표준화 및 정보화를 수행하였다. 또한, 이를 쉽게 축적, 공유하도록 하기 위하여 지식저작도구, 의미기반 데이터베이스, 웹 포털 서비스로 구성된 웹 기반 지식공유 시스템을 구축하였다.

레이저 용접을 이용한 전기차 배터리 이종접합 성공 확률 예측 프로그램 개발에 관한 연구 (A Study on the Development of a Program for Predicting Successful Welding of Electric Vehicle Batteries Using Laser Welding)

  • 김철환;문찬수;이관수;김진수;조애령;신보성
    • 마이크로전자및패키징학회지
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    • 제30권4호
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    • pp.44-49
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    • 2023
  • 탄소중립을 위한 세계적인 노력 속에서 전기자동차의 사용이 급속하게 증가함에 따라 배터리에 대한 수요도 증가하고 있다. 따라서, 전기자동차의 높은 효율을 달성하기 위해 차체 무게 감소와 배터리에 대한 고려가 중요한 요소로 부각되고 있다. 경량 소재로 알려진 구리와 알루미늄은 레이저 용접을 통해 효과적으로 접합될 수 있다. 그러나 두 소재의 물리적 특성이 서로 다르기 때문에 이를 접합하는 것은 여전히 기술적인 어려움이 존재한다. 본 연구에서는 구리와 알루미늄을 레이저 용접으로 접합하기 위한 최적의 레이저 파라미터를 찾기 위해 시뮬레이션을 수행하였다. 또한, 결과를 시각적으로 제시하기 위해서 Python 언어를 활용하여 GUI(Graphic User Interface) 프로그램을 개발하였다. 이 프로그램은 기계 학습 이미지 데이터를 활용하여 접합 성공을 예측하며, 안전하고 효율적인 레이저 용접 가이드로 활용될 것으로 예상되어, 전기차 배터리 조립 공정의 안전성과 효율성에 기여할 것으로 기대된다.

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 노동력의 질적향상이 경제발전에 미치는 영향 (The Change in Quality of the Labor Force and Its Effect on the Economic Growth of Korea)

  • Song, Wi-sup
    • 한국인구학
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    • 제11권1호
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    • pp.159-184
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    • 1988
  • 미국사회에서 노인의 거주지 적응양식은 인종간에 차이가 크다. 일반적으로 소수인종노인은 백인 노인에 비하여 자녀와 함께 사는 경향이 강하다. 이에 대하여 문화적 입장에서는 소수인종은 백인에 비하여 가족부양규범이 강하다고 주장한다. 다른 한편 경제적 입장에서는 소수인종은 그들의 생애를 지배하는 빈곤 때문에 규모의 경제를 통하여 가계비용을 줄이기 위하여 확대가족을 유지할 수밖에 없다고 주장한다. 본 연구는 노인이 질병과 빈곤에 적응하는 방식에 있어 인종간 차이를 검토함으로써 기존의 경제학적 논의와 문화적 논의의 적합성을 검정하는데 목적을 두고 있다. 이를 위하여 노인의 거주지 적응에 대한 문화적 영향과 관련하여 두가지 가설을 검정하고 있다. 첫째, 소수인종 노인은 백인노인에 비하여 빈곤과 질병상황에서 가족으로부터 더 오랜기간 보호를 받는지를 검토한다. 둘째, 소수인종 노인은 백인노인에 비하여 건강이 악화될 때 더욱 신속하게 가족으로부터 보호를 받을 수 있는지를 검토한다. 분석을 위해서 1984년에서 1990년기간 동안 실시된 "고령화에 대한 종단적 조사(Longitudinal Survey on Aging)"를 이용하여 마르코비안 다중생명표 모형과 사건분석을 수행하였다. 본 연구결과에 따르면 소수인종 노인은 가족부양규범의 문화적 이점을 그다지 크게 다지고 있지 않다. 인종간 사망력과 시설입소의 차이를 통제할 때, 소수인종 노인은 백인노인에 비하여 보다 흔하게 자녀동거에서 단독거주형태로 혹은 그 반대방향으로 거주지 변화를 경험하고 있다. 백인 노인은 소수인종에 비하여 질병상태와 관련하여 자녀와 동거하는 경향이 더 강하다. 사망력과 시설입소의 인종간 차이를 통제할 때 소수인종노인이 백인노인보다 쉽게 자녀동거에서 단독거주로 이행하는데 이는 소수인종에서 가족부양체계가 불안정함을 의미한다. 또한 빈곤시에 소수인종 노인은 백인노인에 비하여 쉽게 자녀와 떨어져 살게 된다. 이러한 결과는 소수인종 노인에 대한 가족의 지원은 그 가족의 경제적 제약속에서 매우 안정적이지 못함을 시사한다. 못함을 시사한다.

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