• 제목/요약/키워드: Variable Statistics

검색결과 1,344건 처리시간 0.03초

중년여성의 우울 구조모형 (A Structural Model for Depression in Middle-aged Women)

  • 박금자;이경혜
    • 여성건강간호학회지
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    • 제8권1호
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    • pp.69-84
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    • 2002
  • The purpose of this study was to develope and test the structural model for depression in middle-aged women. A hypothetical model was constructed on the basis of previous studies and a review of literatures. The conceptual framework was built around eight constructs. Exogenous variables included in this model were volunteer activity, health status & economic status. Endogenous variables were meaning of life, self-esteem, perceived life stress & depression. Empirical data for testing the hypothetical model was collected using a self-report questionnaire from 216 middle-aged women in Pusan City. The Data was collected from May to June, 1999. Reliability of the seven instruments tested with Cronbach's alpha was ranged from .86-.94. For the data analysis, SPSS 7.5 WIN Program and LISREL 8.12 WIN Program were used for descriptive statistics and covariance structural analysis. The results of covariance structure analysis were as follows: 1. The hypothetical model showed a good fit with the empirical data. [$x^2$/df=2.87(p=.72), GFI=1.00, AGFI=.98, RMSR=.025, NFI=.99, standardized residuals ($-1.44{\sim}1.44$)]. 2. To heighten for the parsimony and fitness of the model, a modified model was constructed by deleting according to the criteria of statistical significance and meaning. 3. The modified model also showed a good fit with the data. [$x^2$=5.26(01=7,p=.63), GFI=.99, AGFl=.97, RMSR=.025, NFI=.99, standardized reslduals ($-1.50{\sim}1.45$)] Results of the testing of the hypothesis were as follows : 1. Self-esteem(${\beta}_{42}$=-.48, t=-5.64) had a negative and perceived life stress(${\beta}_{43}$=.20, t=3.21)had a positive direct effect on depression. Meaning of life had a negative direct(${\beta}_{41}$=-.17, t=-2.19) and a negative indirect effect through self-esteem on depression. Volunteer activity had a negative indirect effect through meaning of life, meaning of life and self-esteem on depression. Health status had a negative direct and a negative indirect effect through meaning of life, meaning of life and self-esteem on depression. Economic status had a negative indirect effect through perceived life stress on depression. Self-esteem was the most significant variable. 2. Volunteer activity(${\gamma}_{11}$=.43, t=6.78) and health status(${\gamma}_{12}$=.35, t=4.88) had positive direct effect on meaning of life. 3. Meaning of life(${\beta}_{21}$=.50, t=6.53) had a positive direct effect on self-esteem. Volunteer activity had a positive indirect effect through meaning of life on self-esteem. Health status had a positive direct(${\gamma}_{22}$=.18, t=2.23) and a indirect effect through meaning of life on self-esteem. Meaning of life was the most significant variable. 4. Economic status (${\gamma}_{33}$=-.44, t값=-6.01) had a positive direct effect on perceived life stress. The results of this study showed that self-esteem had the most significant direct effect on depression. Meaning of life and health status had significant direct effect on this self-esteem. Volunteer activity and health status had direct effect on meaning of life. The results of this study suggested that there is a need to develope intervention to promote degree of self-esteem and alleviate degree of depression in middle-aged women.

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해외 출국에 영향을 미치는 온라인 미디어 효과 분석: 아시아 5개국을 중심으로 (Analyzing the Effect of Online media on Overseas Travels: A Case study of Asian 5 countries)

  • 이혜인;문현실;김재경
    • 지능정보연구
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    • 제24권1호
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    • pp.53-74
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    • 2018
  • 해외 시장 의존형 경제구조를 지닌 우리나라에서 관광산업은 국가경제에 중요한 산업으로 이를 육성하기 위해 정확한 관광 수요 예측이 필요하다. 그에 따라 많은 연구들이 출국 수요를 예측하기 위해 노력해왔으며 출국수요에 영향을 미치는 요인에 대해 다각도로 연구가 이루어져 왔다. 특히 정보기술의 발전으로 최근에는 출국자들의 출국지 선택 등 관광객의 의사결정에 온라인 뉴스, 소셜 네트워크 서비스 등의 온라인 미디어가 많은 영향을 끼치고 있다. 이에 본 연구는 온라인 미디어가 발생시키는 구전 효과가 출국 수요에 미치는 영향을 살펴보고 그 영향 관계를 규명하고자 하였다. 온라인 미디어는 쉽게 접근이 가능하고 공유가 활발하다는 측면에서 구전 효과가 발생되어 사용자들의 의사결정에 영향을 주고 있다. 이를 위해 본 연구에서는 온라인 미디어를 공적 미디어인 뉴스와 사적 미디어인 블로그로 구분하였으며 실제 아시아 5개국의 출국자 수에 이들 미디어가 미치는 영향 관계를 패널 모형을 통해 분석하였다. 그 결과, 온라인 뉴스의 구전 효과는 출국자 수에 부정적인 영향을 미치지만 블로그의 경우 긍정적 영향 관계를 보였다. 따라서 향후 출국 수요 예측에 있어 온라인 미디어의 구전 효과를 반영해야 하며 이는 미디어의 종류에 따라 차별적으로 적용해야 함을 시사한다. 또한 각 국가별로 온라인 미디어의 특성에 따라 미치는 영향 관계가 차이가 있음을 분석하였다. 즉, 출국 국가에 따라 온라인 미디어의 영향력이 다름에 따라 국가별로 차별적인 예측 및 관리 모형이 필요하다. 본 연구 결과를 통해 관광산업종사자들의 국가와 미디어별 온라인 미디어 기반의 마케팅 전략 수립에 도움을 줄 수 있으리라 기대된다.

적대적 생성 모델을 활용한 사용자 행위 이상 탐지 방법 (Anomaly Detection for User Action with Generative Adversarial Networks)

  • 최남웅;김우주
    • 지능정보연구
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    • 제25권3호
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    • pp.43-62
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    • 2019
  • 한때, 이상 탐지 분야는 특정 데이터로부터 도출한 기초 통계량을 기반으로 이상 유무를 판단하는 방법이 지배적이었다. 이와 같은 방법론이 가능했던 이유는 과거엔 데이터의 차원이 단순하여 고전적 통계 방법이 효과적으로 작용할 수 있었기 때문이다. 하지만 빅데이터 시대에 접어들며 데이터의 속성이 복잡하게 변화함에 따라 더는 기존의 방식으로 산업 전반에 발생하는 데이터를 정확하게 분석, 예측하기 어렵게 되었다. 따라서 기계 학습 방법을 접목한 SVM, Decision Tree와 같은 모형을 활용하게 되었다. 하지만 지도 학습 기반의 모형은 훈련 데이터의 이상과 정상의 클래스 수가 비슷할 때만 테스트 과정에서 정확한 예측을 할 수 있다는 특수성이 있고 산업에서 생성되는 데이터는 대부분 정답 클래스가 불균형하기에 지도 학습 모형을 적용할 경우, 항상 예측되는 결과의 타당성이 부족하다는 문제점이 있다. 이러한 단점을 극복하고자 현재는 클래스 분포에 영향을 받지 않는 비지도 학습 기반의 모델을 바탕으로 이상 탐지 모형을 구성하여 실제 산업에 적용하기 위해 시행착오를 거치고 있다. 본 연구는 이러한 추세에 발맞춰 적대적 생성 신경망을 활용하여 이상 탐지하는 방법을 제안하고자 한다. 시퀀스 데이터를 학습시키기 위해 적대적 생성 신경망의 구조를 LSTM으로 구성하고 생성자의 LSTM은 2개의 층으로 각각 32차원과 64차원의 은닉유닛으로 구성, 판별자의 LSTM은 64차원의 은닉유닛으로 구성된 1개의 층을 사용하였다. 기존 시퀀스 데이터의 이상 탐지 논문에서는 이상 점수를 도출하는 과정에서 판별자가 실제데이터일 확률의 엔트로피 값을 사용하지만 본 논문에서는 자질 매칭 기법을 활용한 함수로 변경하여 이상 점수를 도출하였다. 또한, 잠재 변수를 최적화하는 과정을 LSTM으로 구성하여 모델 성능을 향상시킬 수 있었다. 변형된 형태의 적대적 생성 모델은 오토인코더의 비해 모든 실험의 경우에서 정밀도가 우세하였고 정확도 측면에서는 대략 7% 정도 높음을 확인할 수 있었다.

온도와 강수를 이용하여 일별 일사량을 추정하기 위한 심층 신경망 모델 개발 (Development of a deep neural network model to estimate solar radiation using temperature and precipitation)

  • 강대균;현신우;김광수
    • 한국농림기상학회지
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    • 제21권2호
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    • pp.85-96
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    • 2019
  • 일사량은 자연 생태계와 농업 생태계에서 에너지 수지와 물 순환을 추정하는데 중요한 변수이다. 일별 일사량을 추정하기 위해 심층 신경망(DNN) 모델이 개발되었다. 일조시간 등의 변수보다 기상 관측소에서의 가용성이 더 높은 온도와 강수량이 심층 신경망 모델의 입력 자료로 사용되었다. five-fold crossvalidation 을 사용하여 심층 신경망을 훈련시키고 검증하였다. 국내 15 개의 기상 관측소에서 30 년 이상 장기간의 기상 자료가 수집되었다. Cross-validation을 통해 얻어진 심층 신경망 모델은 수원 지역 기상 관측소의 일별 일사량 추정치에 대해 비교적 작은 RMSE($3.75MJ\;m^{-2}\;d^{-1}$) 값을 가졌다. 심층 신경망 모델은 수원 지역 기상 관측소의 일사량의 변위의 약 68%를 설명했다. 1985 년과 1998 년의 일사량 관측값은 일조시간에 비해 상당히 낮은 값이 관측되었다. 이는 후속 연구에서 일사량 관측 데이터의 품질 평가가 필요할 것임을 시사했다. 해당 연도의 데이터를 분석에서 제외했을 때, 심층 신경망 모델의 추정값은 통계적 수치가 약간 높게 나타났다. 예를 들어, $R^2$ 와 RMSE 의 값은 각각 0.72 와 $3.55MJ\;m^{-2}\;d^{-1}$ 이었다. 심층 신경망 모델은 기온과 강수량을 통해 일사량을 추정하는데 유용하며, 이는 미래 기후 시나리오 자료에 대해서 활용할 수 있을 것이다. 따라서, 공간에 대한 제약이 완화된 심층 신경망 모델은 작물 모델의 입력 자료로 일사량이 필요한 작물 생산성에 대한 기후 변화 영향 평가에 유용하게 활용될 수 있을 것이다.

개인정보보호 분야의 연구자 네트워크와 성과 평가 프레임워크: 소셜 네트워크 분석을 중심으로 (The Framework of Research Network and Performance Evaluation on Personal Information Security: Social Network Analysis Perspective)

  • 김민수;최재원;김현진
    • 지능정보연구
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    • 제20권1호
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    • pp.177-193
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    • 2014
  • 개인정보 분야에서의 다양한 정보 보안 이슈가 발생함에 따라 해당 분야의 전문가를 확인하기 위한 프레임워크는 매우 중요한 영역이 되었다. 전문가 탐색과정은 주로 연구 업적 등을 통한 주관적인 평가가 일반적이지만 보다 객관적인 방식을 통한 선정이 매우 중요하다. 소셜 네트워크 분석기법의 응용이 다양한 영역에서 활용됨에 따라 본 연구는 개인정보보호분야의 전문가를 확인하고 해당 전문가들의 연구실적을 판단하기 위한 분석 프레임워크를 제시하고자 하였다. 본 연구는 연구 목적에 따라 개인정보보호 연구영역의 연구성과 자료를 바탕으로 소셜 네트워크 분석을 실시하고 핵심연구자의 성과를 분석하였다. 수집된 데이터는 연구의 공저자, 발행기관, 소속기관 등의 네트워크 구성에 활용되어 핵심전문가 집단을 관리하기 위한 프레임워크를 제시하였다. 본 연구는 NDSL에서 최근 5년 동안 발표된 논문들을 중심으로 자료를 수집하였다. 연구자들이 학술 정보를 교환하는 정기 간행물인 학술지를 바탕으로 연구 네트워크를 형성하는 네트워크 자료를 수집함으로써 연구활동에 대한 정보를 분석할 수 있었다. 일반적으로 연구자들은 연구 결과를 논문으로 발표하고, 발표된 논문들이 다수의 관련 분야 전문가들에게 공유된다는 점에서 학술연구지는 연구자들의 지식관련 의사소통 공간이며 지식의 구조화에 핵심적인 역할을 수행한다. 그에 따라 본 연구의 연구 대상 분야로 설정한 개인정보보호 분야의 연구 구조를 이해하기 위해 국내에서 발표된 관련 분야의 논문들을 연구 대상으로 자료가 수집되었다. 특히 자료의 선별 기준은 국내 최대의 데이터베이스를 보유하고 있는 NDSL에서 개인정보보호 관련 키워드를 보유한 논문 데이터를 수집 및 정제하여 분석 자료로 사용하였다. 2005년부터 2013년까지 약 2,000개의 연구결과 중 주제 관련성, 공저자 추출 등을 수집하였다. 데이터 수집 이후 연구 분석을 위한 데이터 처리를 통하여 통해 총 784개의 논문을 선정하고 분석대상으로 확정하였다. 분석 결과, 개인정보보호 연구영역의 전문가 집단을 이용한 연구논문 성과에 대한 분석은 핵심 연구자들을 추출해내고 전문가 집단을 관리하는 데 도움을 제공할 수 있다. 특히 소속집단 및 연구논문 발행기관을 분석함으로써 개인정보보호 연구영역에서 확인되지 않았던 연구자들의 연구 논문 게재의 공저자 네트워크가 매우 밀접함을 확인할 수 있다. 또한 연구논문의 발행기관 및 소속집단의 특성을 추출함으로써 개인정보보호 영역의 전문가 평가지표로서 소셜 네트워크 지표들의 활용가능성을 확인하였다.

뉴스와 주가 : 빅데이터 감성분석을 통한 지능형 투자의사결정모형 (Stock-Index Invest Model Using News Big Data Opinion Mining)

  • 김유신;김남규;정승렬
    • 지능정보연구
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    • 제18권2호
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    • pp.143-156
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    • 2012
  • 누구나 뉴스와 주가 사이에는 밀접한 관계를 있을 것이라 생각한다. 그래서 뉴스를 통해 투자기회를 찾고, 투자이익을 얻을 수 있을 것으로 기대한다. 그렇지만 너무나 많은 뉴스들이 실시간으로 생성 전파되며, 정작 어떤 뉴스가 중요한지, 뉴스가 주가에 미치는 영향은 얼마나 되는지를 알아내기는 쉽지 않다. 본 연구는 이러한 뉴스들을 수집 분석하여 주가와 어떠한 관련이 있는지 분석하였다. 뉴스는 그 속성상 특정한 양식을 갖지 않는 비정형 텍스트로 구성되어있다. 이러한 뉴스 컨텐츠를 분석하기 위해 오피니언 마이닝이라는 빅데이터 감성분석 기법을 적용하였고, 이를 통해 주가지수의 등락을 예측하는 지능형 투자의사결정 모형을 제시하였다. 그리고, 모형의 유효성을 검증하기 위하여 마이닝 결과와 주가지수 등락 간의 관계를 통계 분석하였다. 그 결과 뉴스 컨텐츠의 감성분석 결과값과 주가지수 등락과는 유의한 관계를 가지고 있었으며, 좀 더 세부적으로는 주식시장 개장 전 뉴스들과 주가지수의 등락과의 관계 또한 통계적으로 유의하여, 뉴스의 감성분석 결과를 이용해 주가지수의 변동성 예측이 가능할 것으로 판단되었다. 이렇게 도출된 투자의사결정 모형은 여러 유형의 뉴스 중에서 시황 전망 해외 뉴스가 주가지수 변동을 가장 잘 예측하는 것으로 나타났고 로지스틱 회귀분석결과 분류정확도는 주가하락 시 70.0%, 주가상승 시 78.8%이며 전체평균은 74.6%로 나타났다.

빅데이터 도입의도에 미치는 영향요인에 관한 연구: 전략적 가치인식과 TOE(Technology Organizational Environment) Framework을 중심으로 (An Empirical Study on the Influencing Factors for Big Data Intented Adoption: Focusing on the Strategic Value Recognition and TOE Framework)

  • 가회광;김진수
    • Asia pacific journal of information systems
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    • 제24권4호
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    • pp.443-472
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    • 2014
  • To survive in the global competitive environment, enterprise should be able to solve various problems and find the optimal solution effectively. The big-data is being perceived as a tool for solving enterprise problems effectively and improve competitiveness with its' various problem solving and advanced predictive capabilities. Due to its remarkable performance, the implementation of big data systems has been increased through many enterprises around the world. Currently the big-data is called the 'crude oil' of the 21st century and is expected to provide competitive superiority. The reason why the big data is in the limelight is because while the conventional IT technology has been falling behind much in its possibility level, the big data has gone beyond the technological possibility and has the advantage of being utilized to create new values such as business optimization and new business creation through analysis of big data. Since the big data has been introduced too hastily without considering the strategic value deduction and achievement obtained through the big data, however, there are difficulties in the strategic value deduction and data utilization that can be gained through big data. According to the survey result of 1,800 IT professionals from 18 countries world wide, the percentage of the corporation where the big data is being utilized well was only 28%, and many of them responded that they are having difficulties in strategic value deduction and operation through big data. The strategic value should be deducted and environment phases like corporate internal and external related regulations and systems should be considered in order to introduce big data, but these factors were not well being reflected. The cause of the failure turned out to be that the big data was introduced by way of the IT trend and surrounding environment, but it was introduced hastily in the situation where the introduction condition was not well arranged. The strategic value which can be obtained through big data should be clearly comprehended and systematic environment analysis is very important about applicability in order to introduce successful big data, but since the corporations are considering only partial achievements and technological phases that can be obtained through big data, the successful introduction is not being made. Previous study shows that most of big data researches are focused on big data concept, cases, and practical suggestions without empirical study. The purpose of this study is provide the theoretically and practically useful implementation framework and strategies of big data systems with conducting comprehensive literature review, finding influencing factors for successful big data systems implementation, and analysing empirical models. To do this, the elements which can affect the introduction intention of big data were deducted by reviewing the information system's successful factors, strategic value perception factors, considering factors for the information system introduction environment and big data related literature in order to comprehend the effect factors when the corporations introduce big data and structured questionnaire was developed. After that, the questionnaire and the statistical analysis were performed with the people in charge of the big data inside the corporations as objects. According to the statistical analysis, it was shown that the strategic value perception factor and the inside-industry environmental factors affected positively the introduction intention of big data. The theoretical, practical and political implications deducted from the study result is as follows. The frist theoretical implication is that this study has proposed theoretically effect factors which affect the introduction intention of big data by reviewing the strategic value perception and environmental factors and big data related precedent studies and proposed the variables and measurement items which were analyzed empirically and verified. This study has meaning in that it has measured the influence of each variable on the introduction intention by verifying the relationship between the independent variables and the dependent variables through structural equation model. Second, this study has defined the independent variable(strategic value perception, environment), dependent variable(introduction intention) and regulatory variable(type of business and corporate size) about big data introduction intention and has arranged theoretical base in studying big data related field empirically afterwards by developing measurement items which has obtained credibility and validity. Third, by verifying the strategic value perception factors and the significance about environmental factors proposed in the conventional precedent studies, this study will be able to give aid to the afterwards empirical study about effect factors on big data introduction. The operational implications are as follows. First, this study has arranged the empirical study base about big data field by investigating the cause and effect relationship about the influence of the strategic value perception factor and environmental factor on the introduction intention and proposing the measurement items which has obtained the justice, credibility and validity etc. Second, this study has proposed the study result that the strategic value perception factor affects positively the big data introduction intention and it has meaning in that the importance of the strategic value perception has been presented. Third, the study has proposed that the corporation which introduces big data should consider the big data introduction through precise analysis about industry's internal environment. Fourth, this study has proposed the point that the size and type of business of the corresponding corporation should be considered in introducing the big data by presenting the difference of the effect factors of big data introduction depending on the size and type of business of the corporation. The political implications are as follows. First, variety of utilization of big data is needed. The strategic value that big data has can be accessed in various ways in the product, service field, productivity field, decision making field etc and can be utilized in all the business fields based on that, but the parts that main domestic corporations are considering are limited to some parts of the products and service fields. Accordingly, in introducing big data, reviewing the phase about utilization in detail and design the big data system in a form which can maximize the utilization rate will be necessary. Second, the study is proposing the burden of the cost of the system introduction, difficulty in utilization in the system and lack of credibility in the supply corporations etc in the big data introduction phase by corporations. Since the world IT corporations are predominating the big data market, the big data introduction of domestic corporations can not but to be dependent on the foreign corporations. When considering that fact, that our country does not have global IT corporations even though it is world powerful IT country, the big data can be thought to be the chance to rear world level corporations. Accordingly, the government shall need to rear star corporations through active political support. Third, the corporations' internal and external professional manpower for the big data introduction and operation lacks. Big data is a system where how valuable data can be deducted utilizing data is more important than the system construction itself. For this, talent who are equipped with academic knowledge and experience in various fields like IT, statistics, strategy and management etc and manpower training should be implemented through systematic education for these talents. This study has arranged theoretical base for empirical studies about big data related fields by comprehending the main variables which affect the big data introduction intention and verifying them and is expected to be able to propose useful guidelines for the corporations and policy developers who are considering big data implementationby analyzing empirically that theoretical base.

Computer Aided Innovation 역량이 연구개발역량에 미치는 효과: 국내 중소기업을 대상으로 (The Effects of the Computer Aided Innovation Capabilities on the R&D Capabilities: Focusing on the SMEs of Korea)

  • 심재억;변무장;문효곤;오재인
    • Asia pacific journal of information systems
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    • 제23권3호
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    • pp.25-53
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    • 2013
  • This study analyzes the effect of Computer Aided Innovation (CAI) to improve R&D Capabilities empirically. Survey was distributed by e-mail and Google Docs, targeting CTO of 235 SMEs. 142 surveys were returned back (rate of return 60.4%) from companies. Survey results from 119 companies (83.8%) which are effective samples except no-response, insincere response, estimated value, etc. were used for statistics analysis. Companies with less than 50billion KRW sales of entire researched companies occupy 76.5% in terms of sample traits. Companies with less than 300 employees occupy 83.2%. In terms of the type of company business Partners (called 'partners with big companies' hereunder) who work with big companies for business occupy 68.1%. SMEs based on their own business (called 'independent small companies') appear to occupy 31.9%. The present status of holding IT system according to traits of company business was classified into partners with big companies versus independent SMEs. The present status of ERP is 18.5% to 34.5%. QMS is 11.8% to 9.2%. And PLM (Product Life-cycle Management) is 6.7% to 2.5%. The holding of 3D CAD is 47.1% to 21%. IT system-holding and its application of independent SMEs seemed very vulnerable, compared with partner companies of big companies. This study is comprised of IT infra and IT Utilization as CAI capacity factors which are independent variables. factors of R&D capabilities which are independent variables are organization capability, process capability, HR capability, technology-accumulating capability, and internal/external collaboration capability. The highest average value of variables was 4.24 in organization capability 2. The lowest average value was 3.01 in IT infra which makes users access to data and information in other areas and use them with ease when required during new product development. It seems that the inferior environment of IT infra of general SMEs is reflected in CAI itself. In order to review the validity used to measure variables, Factors have been analyzed. 7 factors which have over 1.0 pure value of their dependent and independent variables were extracted. These factors appear to explain 71.167% in total of total variances. From the result of factor analysis about measurable variables in this study, reliability of each item was checked by Cronbach's Alpha coefficient. All measurable factors at least over 0.611 seemed to acquire reliability. Next, correlation has been done to explain certain phenomenon by correlation analysis between variables. As R&D capabilities factors which are arranged as dependent variables, organization capability, process capability, HR capability, technology-accumulating capability, and internal/external collaboration capability turned out that they acquire significant correlation at 99% reliability level in all variables of IT infra and IT Utilization which are independent variables. In addition, correlation coefficient between each factor is less than 0.8, which proves that the validity of this study judgement has been acquired. The pair with the highest coefficient had 0.628 for IT utilization and technology-accumulating capability. Regression model which can estimate independent variables was used in this study under the hypothesis that there is linear relation between independent variables and dependent variables so as to identify CAI capability's impact factors on R&D. The total explanations of IT infra among CAI capability for independent variables such as organization capability, process capability, human resources capability, technology-accumulating capability, and collaboration capability are 10.3%, 7%, 11.9%, 30.9%, and 10.5% respectively. IT Utilization exposes comprehensively low explanatory capability with 12.4%, 5.9%, 11.1%, 38.9%, and 13.4% for organization capability, process capability, human resources capability, technology-accumulating capability, and collaboration capability respectively. However, both factors of independent variables expose very high explanatory capability relatively for technology-accumulating capability among independent variable. Regression formula which is comprised of independent variables and dependent variables are all significant (P<0.005). The suitability of regression model seems high. When the results of test for dependent variables and independent variables are estimated, the hypothesis of 10 different factors appeared all significant in regression analysis model coefficient (P<0.01) which is estimated to affect in the hypothesis. As a result of liner regression analysis between two independent variables drawn by influence factor analysis for R&D capability and R&D capability. IT infra and IT Utilization which are CAI capability factors has positive correlation to organization capability, process capability, human resources capability, technology-accumulating capability, and collaboration capability with inside and outside which are dependent variables, R&D capability factors. It was identified as a significant factor which affects R&D capability. However, considering adjustable variables, a big gap is found, compared to entire company. First of all, in case of partner companies with big companies, in IT infra as CAI capability, organization capability, process capability, human resources capability, and technology capability out of R&D capacities seems to have positive correlation. However, collaboration capability appeared insignificance. IT utilization which is a CAI capability factor seemed to have positive relation to organization capability, process capability, human resources capability, and internal/external collaboration capability just as those of entire companies. Next, by analyzing independent types of SMEs as an adjustable variable, very different results were found from those of entire companies or partner companies with big companies. First of all, all factors in IT infra except technology-accumulating capability were rejected. IT utilization was rejected except technology-accumulating capability and collaboration capability. Comprehending the above adjustable variables, the following results were drawn in this study. First, in case of big companies or partner companies with big companies, IT infra and IT utilization affect improving R&D Capabilities positively. It was because most of big companies encourage innovation by using IT utilization and IT infra building over certain level to their partner companies. Second, in all companies, IT infra and IT utilization as CAI capability affect improving technology-accumulating capability positively at least as R&D capability factor. The most of factor explanation is low at around 10%. However, technology-accumulating capability is rather high around 25.6% to 38.4%. It was found that CAI capability contributes to technology-accumulating capability highly. Companies shouldn't consider IT infra and IT utilization as a simple product developing tool in R&D section. However, they have to consider to use them as a management innovating strategy tool which proceeds entire-company management innovation centered in new product development. Not only the improvement of technology-accumulating capability in department of R&D. Centered in new product development, it has to be used as original management innovative strategy which proceeds entire company management innovation. It suggests that it can be a method to improve technology-accumulating capability in R&D section and Dynamic capability to acquire sustainable competitive advantage.

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.

말기암환자 가족 간병인의 간병 부담과 관련된 요인 (Factors Associated with Care Burden among Family Caregivers of Terminally Ill Cancer Patients)

  • 이지혜;박현경;황인철;김효민;고수진;김영성;이용주;최윤선;황선욱;안홍엽
    • Journal of Hospice and Palliative Care
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    • 제19권1호
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    • pp.61-69
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    • 2016
  • 목적: 말기암환자 가족 간병인의 간병 부담을 줄이는 것은 가족뿐 아니라 환자를 위해서도 중요하다. 본 연구에서는 말기암환자 가족 간병인의 간병 부담과 관련된 요인에 대해 살펴보았다. 방법: 국내 7개 기관의 완화의료병동에서 입원치료를 받는 말기암환자의 가족 간병인 289명의 자료를 분석하였다. 간병인이 느끼는 주관적 간병 부담은 암환자 가족 돌봄 경험 평가도구를 사용하였고, 5가지 차원에서 단계적 변수 선정을 사용한 로지스틱 회귀 모형을 통해 유의한 인자를 확인하였다. 결과: 간병부담의 각 차원에서 다양한 인자들과의 관련성이 확인되었다. 감정적 요인은 가장 폭넓은 영향을 미쳤는데, 감정적 스트레스를 가진 군은 그렇지 않은 군에 비해, 생활패턴이 변할 가능성이 2.54배(95% confidence interval, 1.29~5.02), 가족의 협조가 부족할 가능성이 2.27배(1.04~4.97), 그리고 신체적 부담이 커질 가능성이 5.44배(2.50~11.88)였다. 가족기능은 가족의 협조부족을 매우 잘 반영하였으며, 심한 가족기능 장애를 보일 경우 경제적 부담과도 관련이 있었다. 종교를 가진 군과 동반질환이 없는 군에서 오히려 간병 부담이 더 높은 것으로 나타났으며, 간병기간과 하루 중 간병시간은 생활패턴의 변화와 신체적 부담을 유의하게 예측하였다. 직업을 가지고 있거나, 사회적 지지가 부족하거나, 자주 방문하지 못하는 가족 간병인은 낮은 자아 존중감을 보였다. 결론: 본 연구 결과에 의하면, 가족 간병인의 간병 부담을 파악하기 위해서는 그들의 정서상태와 가족기능을 파악하는 것이 도움이 되며, 사회적 지지체계를 포함하여 경제적 부담을 완화시키는 노력이 필요하겠다.