• 제목/요약/키워드: collecting depth

검색결과 134건 처리시간 0.019초

도선사수급안정화를 위한 도선사 자격제도 개선에 관한 연구 (A Study on Improvement of the Pilot Certification System for stabilizing Supply and Demand of Harbour Pilots)

  • 전영우;김태균;지상원;김진권
    • 해양환경안전학회지
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    • 제23권7호
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    • pp.834-846
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    • 2017
  • 숙련도선사 퇴직자수의 증가와 신규도선사의 급격한 고령화는 향후 7년 사이에 도선사 수급의 불균형 심화라는 문제를 일으키고 나아가 항만도선의 안전에도 치명적인 문제를 야기할 우려가 커지고 있다. 이 연구는 도선사 수급 불균형 해소 및 숙련도선사 확보를 위한 제도 개선방안을 제시하였다. 이 연구의 방법론은 현황조사 및 분석, 통계분석, 해외사례 조사 분석, 전문가의 자문 등을 채택하였다. 연구 결론은 첫째, 도선사시험 응시요건을 선장 경력 현행 5년에서 2년(최근 5년 내 1년 이상의 경력 포함)으로 완화하되, 도선사 승급을 위한 도선경력 요건을 현행 1년에서 1년 6개월로 강화하는 방안을 제시하였다. 둘째, 승무경력 가산점 제도를 합리화하기 위하여 선장 승무경력 요건 2년을 초과하는 매 1년당 1점씩 가산하되 최대 10점을 한도로 하는 개정안을 제시하였다. 숙련도선사를 확보하고 면허갱신제도와 정년제도 간의 법적 충돌문제를 해결하기 위하여 도선사 정년제도는 폐지하고, 면허의 발급이나 갱신 때에 일정 나이가 넘는 경우 68세까지만 유효한 기간을 연장하는 방법으로 해결하는 방안을 제시하였다. 향후 추진과제로는 이해 당사자의 의견수렴과정과 공감대를 형성해 나가며 아울러 도선사수습시험제도에 대한 연구가 필요하다.

창업자의 창업동기, 창업가정신 그리고 창업가 역량특성이 창업기업 지속가능성에 미치는 영향: 창업기업 경영성과를 매개로 하여 (Impact of Entrepreneurial Business Start-up Motivation, Entrepreneurial Spirit, and Entrepreneurial Competence Characteristics on Start-up Companies' Sustainability: Focusing on the Mediating Effect of the Start-up Companies' Business Performance)

  • 강한혁;박우진;배병윤
    • 벤처창업연구
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    • 제14권3호
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    • pp.59-71
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    • 2019
  • 규모가 축소되고 소수인력만을 활용하는 고비용 창출이라는 국제적 추세의 영향으로 현재 국내의 실업률이 심각하게 증가되고 있다. 이를 극복하기 위한 방편으로 국가는 창업진흥정책을 전개 중이지만 과다한 창업자 생성과 특정분야에의 집중으로 인하여 이들은 생존조차 불분명한 상황인 바, 본 연구는 창업자들의 내적 특성에 해당되는 창업동기와 창업가정신 그리고 외적특성인 역량특성이 경영성과를 매개로 하여 지속가능성에 미치는 영향을 규명하여 성공적 창업을 위한 유용한 방향성을 제공하고자 하였다. 가설검증 결과, 창업동기, 창업가정신 그리고 역량특성은 경영성과에 유의한 정(+)의 영향을 미쳤고, 경영성과는 지속가능성에 유의한 정(+)의 영향을 미쳤다. 또한 창업동기, 창업가정신 그리고 역량특성이 지속가능성에 미치는 영향에 있어 경영성과는 모두 매개되었다. 현재까지의 경영성과와 기업지속가능성에 미치는 영향요인에 관한 연구들은 본 연구의 독립변인들을 개별적으로 혹은 2가지 변인으로 연구를 진행해 온 바, 창업자의 내적특성과 외적특성을 다각도로 검증하여 실무적 방향성을 총체적으로 검증한 본 연구는 차후 창업 준비 특성과 같은 창업자 배경적 특성이 추가되어 더욱 포괄적으로 진행된다면 더욱 심도 깊은 결과 도출이 가능할 것으로 판단된다.

웹검색 트래픽 정보를 활용한 지능형 브랜드 포지셔닝 시스템 : 태블릿 PC 사례를 중심으로 (Intelligent Brand Positioning Visualization System Based on Web Search Traffic Information : Focusing on Tablet PC)

  • 전승표;박도형
    • 지능정보연구
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    • 제19권3호
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    • pp.93-111
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    • 2013
  • 최근 독감 예측이나 부동산가격 예측 등 다양한 분야에서 웹검색 트래픽이나 소셜 네트워크 등의 방대한 고객 데이터를 통해 사회 현상, 소비 트렌드 등을 분석하고자 하는 시도가 증가하고 있다. 최근 구글이나 네이버 등의 인터넷 포털서비스 업체들은 온라인 사용자들의 웹검색 트래픽 정보를 구글 트렌드, 네이버 트렌드 등의 서비스로 공개하고 있는데, 이들이 제공하는 웹검색 트래픽 정보를 기반으로 온라인 사용자들의 정보 검색 행태에 대한 연구들이 학계 업계 등에서 주목받고 있다. 웹검색 정보를 기반으로 사회 현상이나, 소비 동향, 정치 투표 결과 등을 예측해 볼 수 있음을 실증하고 있는 분야는 많은 연구가 수행되고 있지만, 웹검색 트래픽 정보를 이용하여, 소비자의 제품에 대한 중요한 속성 도출 및 소비자의 기대 변화 관측 등의 온라인 사용자 행태에 초점을 맞추어 연구되고 있는 분야는 상대적으로 많은 연구가 수행되고 있지는 않다. 따라서, 본 연구에서는 구글이나 네이버가 제공하는 소비자의 웹검색 트래픽을 활용해서 소비자가 생각하는 제품 포지션을 가시화할 수 있는 방법을 제안한다. 브랜드 간의 관계를 확인하기 위해, 동시 검색 트래픽 정보를 활용하여 네트워크 모델링의 방법을 사용한 시스템을 제안하고 있으며, 이를 통해 소비자들이 제품 간의 유사성을 어떻게 인지하고 형성하며, 새로운 혁신 제품 카테고리 내에서 제품 브랜드들이 소비자의 마음 속에서 어떻게 자리 잡고 있는지의 브랜드 포지셔닝을 확인할 수 있는 방법론을 제안하였다. 또한 이를 태블릿 PC의 사례를 통해서, 미시적인 관점에서 소비자의 마음속에 위치한 태블릿 PC 개별 브랜드들의 위치 및 관계를 보여주었다. 기업은 소비자의 제품에 대한 인식 및 중요 속성 도출을 위해 많은 비용과 시간을 소요하여 소비자 조사를 행하게 되는데, 본 연구의 방법론을 활용하여 소비자의 제품에 대한 인식, 제품간 유사도, 제품에 대한 중요 속성의 변화 등을 일반에게 공개된 검색 트래픽 정보를 활용하여 비교적 쉽고 추가적인 비용 없이 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.