• Title/Summary/Keyword: theoretical capability

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Innovation and Industrial Concentration (R&D 지출과 경제적 성과에 관한 실증분석 - 16개 광역지역을 대상으로 -)

  • Lee, Dong-Soo;Cho, Taek-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.184-193
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    • 2021
  • This paper investigates the performance of technology innovation activities performed by firms in 16 major regions in Korea using 2002-2010 survey data by STEPI. The theoretical and empirical analysis is carried out via the 2 models which are the simple R&D - total revenue model and Cobb-Douglas model based on the simple model adding labor variable. The main results shows that for simple model, the R&D elasticity for total revenue is 0.42 for all areas and Ul-San shows the highest elasticity level, 0.66 and Bu-San the lowest level, 0.2. In case of Cobb Douglas model the R&D elasticities are not statistically significant for many regions. To overcome the low statistical significance, we grouped the 15 regions for 3 wider regions using ANOVA based on the R&D intensity for the homogeneity of R&D activities. By grouping, each region has more observations to analyze and the results from the empirical analysis shows higher statistical significance level and data explanation capability. In this case, Group 3 which shows larger firm size and slightly higher export share shows the highest level of R&D elasticity, 0.088 and Group 1 which has the smallest firm size and the lowest revenue growth rate shows the lowest level, 0.31. For the labor elasticity, Group 1 shows the higest level, 1.16 and Group2 the lowest level, 1.096. These results show that the regions which have many middle and small firms reveal low R&D-revenue elasticity and high labor-revenue elasticity.

Delphi Research on Usability Test Framework of Metaverse Platform - Case of Roblox, Zepeto, and Gathertown (메타버스 플랫폼 사용성 평가체계 구축에 관한 델파이연구 - 로블록스, 제페토, 게더타운 사례를 중심으로)

  • Lee, Han Jin;Gu, Hyun Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.179-193
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    • 2022
  • Amid the explosive growth of various metaverse platforms, there is no unified indicator to measure, analyze, and evaluate based on customer experience. Therefore, the usability evaluation factors in metaverse were identified through a heuristic methodology and literature review, to evaluate the metaverse, a two-to three-dimensional virtual world platform. A measurable system was established by subdividing 20 items in 5 fields, including user control, information structure, design and content, and usage environment, derived through Delphi technique. Based on this, after experiencing the actual contents of major metaverse platforms such as Roblox and Zepeto, usability was evaluated and comparative verification was conducted. As a result, it was estimated that metaverse user experience could be improved as its utility was derived relatively high in terms of user control and content. This study constitutes a theoretical contribution by extending the usability evaluation system, which has been widely used in the field of service design, to the fields of extended reality and mixed reality. At the same time, it has practical key findings of providing basic judgment standards to stakeholders in the metaverse field, as well as policy implications for digital capability enhancement and industry revitalization.

Digital color practice using Adobe AI intelligence research on application method - Focusing on color practice through Adobe Sensei - (어도비 AI 지능을 활용한 디지털 색채 실습에 관한 적용방식 연구 -쎈쎄이(Adobe Sensei)을 통한 색채 실습을 중심으로-)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.801-806
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    • 2022
  • In the modern era, the necessity of color capability in the digital era is the demand of the era, and research on improving color practice on the subdivided digital four areas that are not in the existing practice is needed. For digital majors who are difficult to solve in existing paint color practice, classes in digital color practice in four more specialized areas are needed, and the use of efficient artificial intelligence was studied for classes in digitized color and color sense. In this paper, we tried to show the expansion of the color practice area by suggesting digital color practice and color matching method based on Photoshop artificial intelligence and big data technology that existing color and color matching were practice that only CMYK could do. In addition, based on the color quantification data of individual users provided by the latest Adobe Sceney program artificial intelligence, the purpose of the practice was to improve learners' predictions of actual color combinations and random colors using filter effects. In conclusion, it is a study on the use of programs that eliminate ambiguity in the mixing process of existing paint practice, secure digital color details, and propose a practical method that can provide effective learning methods for beginners and intermediates to develop their senses through artificial intelligence support. The Adobe program practice method necessary for coloration and main color through theoretical consideration and improvement of teaching skills that are better than existing paint practice were presented.

A Study on Ways to Improve Safety Management through Analysis of Fire Cases in Multiple-user Buildings (다중이용업소의 화재사례 분석을 통한 안전관리 개선방안 연구)

  • Lee, Jae Wook
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.191-201
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    • 2022
  • In this study, we are going to derive problems for fire and safety management in multiple-user Buildings and suggest improvement measures to prevent recurrence through analysis of legal operation status for safety management of multiple-user Buildings and case studies of large-scale fires in multiple-user Buildings. For this study, first, the current state of the industry and fire occurrence status were investigated through theoretical considerations of the multi-use industry, and then the previous research on the multi-use industry was analyzed. and by analyzing the legal and institutional status of multiple-user Buildings, problems were derived through cases such as the Jecheon fire in Chungcheongbuk-do, the Inhyeon-dong fire in Incheon, and the Songpa-gu fire in Seoul. As a result, first, the necessity of strengthening the initial fire response capability. Second, thorough maintenance and management of emergency exits. Third, the need for rational regulation of upholstery. Fourth, reinforcement of fire safety education and training. Fifth, strengthening of installation standards for firefighting and safety facilities. Sixth, we derive the result that it is necessary to raise awareness about safety management, compare and analyze it with legal and institutional contents, and suggest solutions accordingly. When looking at the causes of fires in multi-use buildings, building owners, business owners, and employees think that there is no possibility of a fire occurring in their business premises, so there is a lack of awareness. It is necessary to raise awareness through education and publicity of firefighters and related administrative agencies.

A Structural Framework on Psychological Adaptation and Sequential Changes during the COVID-19 Pandemic (코로나19 팬데믹에 대한 심리적 적응과 연쇄적 변화의 구조 모형)

  • Ko, Dong-Woo;Seo, Hyun-Sook
    • Korean Journal of Culture and Social Issue
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    • v.27 no.4
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    • pp.351-389
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    • 2021
  • This qualitative study aimed to develop a structural framework that explains the process of psychological adaptation and sequential changes being perceived by Korean people under the COVID-19 Pandemic past year. Setting a tentative analysis frame induced from antecedent literatures about psychological phenomena during the COVID-19 pandemic, the qualitative data were collected from 6 Korean adults by semi structured individual interviews. For the data, content analysis applied from the grounded theory were performed. As a result, the initial framework was extended and revised to describe the psychological phenomena under the pandemic. This paradigm structure includes the process of 'causal factors ⇒ psychological main phenomena ⇒ sequential results' being intervened by personal contextual situations and psychological characteristics, as moderators. The category of causal factors were the COVID-19 pandemic, relevant critical incidents, and social distancing policy. The main phenomena reflected either positive, negative, or complicated experiences. The sequential psychological results included transformation of cognitive system or behavior patterns. Various variables such as psychological sense of community and social responsibility, psychological capability for leisure, and positive psychological capital were found out as moderating factors. In discussion and conclusion, theoretical/practical implications of the results and direction to study in the future were suggested.

The Effects of Adversity Quotient and R&D Capabilities on Corporate Performance: The Mediating Role of Organizational Creativity Influencing Factors (역경지수와 연구개발역량이 기업성과에 미치는 영향: 조직창의성 영향요인의 매개역할)

  • Hae-Jin Sue;Jong-Keon Lee
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.4
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    • pp.89-102
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    • 2023
  • This study examined the effects of adversity quotient and R&D capabilities on corporate performance and the mediating role of organizational creativity influencing factors in the relationship between these variables. This study established seven hypotheses, divided the adversity quotient into control, reach, and endurance, divided organizational creativity influencing factors into organizational resources and creative management practices, and divided corporate performance into management performance and technical performance. This study distributed 1,000 One hundred and sixteenquestionnaires to CEOs working at small and medium-sized technology start-ups in Gyeonggi-do and collected 122 copies under anonymous names. 116 questionnaires were used for hypothesis testing, excluding 6 cases in which responses were unfaithful or omitted. The results of this study are as follows. First, it was found that reach among the adversity quotient was positively related to organizational resources. Second, among the adversity quotient, control was found to have a positive(+) effect on management performance and technical performance, respectively. Third, organizational management practices were found to have a positive(+) effect on management performance. Fifth, organizational resources were found to partially mediate the relationship between control and technical performance, and to fully mediate the relationship between reach and technical performance. Finally, this study discussed the theoretical and practical implications of the research results.

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Understanding the Impact of Perceived Empathy on Consumer Preferences for Human and AI Agents in Healthcare and Financial Services (의료 및 금융 서비스에서 인간-AI 에이전트 선호도에 소비자가 지각하는 공감 능력의 중요성이 미치는 영향)

  • Ga Young Lim;Aekyoung Kim
    • Knowledge Management Research
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    • v.25 no.2
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    • pp.155-176
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    • 2024
  • This study explores variations in preferences for human and AI agents within the medical and financial services. Study 1 investigates whether there are preferential disparities between human and AI agents across these service domains. It finds that human agents are favored over AI agents in medical services, while AI agents receive greater preference in the financial services. Study 2 delves into the underlying reasons for the preference differentials between human and AI agents by assessing the significance of certain capabilities as perceived by users in each domain. The findings reveal a mediating role of perceived empathy importance in the effect of service domains on human-AI preference. Furthermore, perceived empathy is deemed a more critical capability by users for preferring human over AI agents across both service domains compared to other capabilities such as experience and agency. This research is noteworthy for elucidating the variances in preferences for human and AI agents across medical and financial services and the rationale behind these differences. It enhances our theoretical comprehension of the pivotal factors influencing preferences for human and AI agents, underscoring the significance of human experiential capabilities like empathy.

School Experiences and the Next Gate Path : An analysis of Univ. Student activity log (대학생의 학창경험이 사회 진출에 미치는 영향: 대학생활 활동 로그분석을 중심으로)

  • YI, EUNJU;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.26 no.4
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    • pp.149-171
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    • 2020
  • The period at university is to make decision about getting an actual job. As our society develops rapidly and highly, jobs are diversified, subdivided, and specialized, and students' job preparation period is also getting longer and longer. This study analyzed the log data of college students to see how the various activities that college students experience inside and outside of school might have influences on employment. For this experiment, students' various activities were systematically classified, recorded as an activity data and were divided into six core competencies (Job reinforcement competency, Leadership & teamwork competency, Globalization competency, Organizational commitment competency, Job exploration competency, and Autonomous implementation competency). The effect of the six competency levels on the employment status (employed group, unemployed group) was analyzed. As a result of the analysis, it was confirmed that the difference in level between the employed group and the unemployed group was significant for all of the six competencies, so it was possible to infer that the activities at the school are significant for employment. Next, in order to analyze the impact of the six competencies on the qualitative performance of employment, we had ANOVA analysis after dividing the each competency level into 2 groups (low and high group), and creating 6 groups by the range of first annual salary. Students with high levels of globalization capability, job search capability, and autonomous implementation capability were also found to belong to a higher annual salary group. The theoretical contributions of this study are as follows. First, it connects the competencies that can be extracted from the school experience with the competencies in the Human Resource Management field and adds job search competencies and autonomous implementation competencies which are required for university students to have their own successful career & life. Second, we have conducted this analysis with the competency data measured form actual activity and result data collected from the interview and research. Third, it analyzed not only quantitative performance (employment rate) but also qualitative performance (annual salary level). The practical use of this study is as follows. First, it can be a guide when establishing career development plans for college students. It is necessary to prepare for a job that can express one's strengths based on an analysis of the world of work and job, rather than having a no-strategy, unbalanced, or accumulating excessive specifications competition. Second, the person in charge of experience design for college students, at an organizations such as schools, businesses, local governments, and governments, can refer to the six competencies suggested in this study to for the user-useful experiences design that may motivate more participation. By doing so, one event may bring mutual benefits for both event designers and students. Third, in the era of digital transformation, the government's policy manager who envisions the balanced development of the country can make a policy in the direction of achieving the curiosity and energy of college students together with the balanced development of the country. A lot of manpower is required to start up novel platform services that have not existed before or to digitize existing analog products, services and corporate culture. The activities of current digital-generation-college-students are not only catalysts in all industries, but also for very benefit and necessary for college students by themselves for their own successful career development.

The Influence of Online Social Networking on Individual Virtual Competence and Task Performance in Organizations (온라인 네트워킹 활동이 가상협업 역량 및 업무성과에 미치는 영향)

  • Suh, A-Young;Shin, Kyung-Shik
    • Asia pacific journal of information systems
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    • v.22 no.2
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    • pp.39-69
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    • 2012
  • With the advent of communication technologies including electronic collaborative tools and conferencing systems provided over the Internet, virtual collaboration is becoming increasingly common in organizations. Virtual collaboration refers to an environment in which the people working together are interdependent in their tasks, share responsibility for outcomes, are geographically dispersed, and rely on mediated rather than face-to face, communication to produce an outcome. Research suggests that new sets of individual skill, knowledge, and ability (SKAs) are required to perform effectively in today's virtualized workplace, which is labeled as individual virtual competence. It is also argued that use of online social networking sites may influence not only individuals' daily lives but also their capability to manage their work-related relationships in organizations, which in turn leads to better performance. The existing research regarding (1) the relationship between virtual competence and task performance and (2) the relationship between online networking and task performance has been conducted based on different theoretical perspectives so that little is known about how online social networking and virtual competence interplay to predict individuals' task performance. To fill this gap, this study raises the following research questions: (1) What is the individual virtual competence required for better adjustment to the virtual collaboration environment? (2) How does online networking via diverse social network service sites influence individuals' task performance in organizations? (3) How do the joint effects of individual virtual competence and online networking influence task performance? To address these research questions, we first draw on the prior literature and derive four dimensions of individual virtual competence that are related with an individual's self-concept, knowledge and ability. Computer self-efficacy is defined as the extent to which an individual beliefs in his or her ability to use computer technology broadly. Remotework self-efficacy is defined as the extent to which an individual beliefs in his or her ability to work and perform joint tasks with others in virtual settings. Virtual media skill is defined as the degree of confidence of individuals to function in their work role without face-to-face interactions. Virtual social skill is an individual's skill level in using technologies to communicate in virtual settings to their full potential. It should be noted that the concept of virtual social skill is different from the self-efficacy and captures an individual's cognition-based ability to build social relationships with others in virtual settings. Next, we discuss how online networking influences both individual virtual competence and task performance based on the social network theory and the social learning theory. We argue that online networking may enhance individuals' capability in expanding their social networks with low costs. We also argue that online networking may enable individuals to learn the necessary skills regarding how they use technological functions, communicate with others, and share information and make social relations using the technical functions provided by electronic media, consequently increasing individual virtual competence. To examine the relationships among online networking, virtual competence, and task performance, we developed research models (the mediation, interaction, and additive models, respectively) by integrating the social network theory and the social learning theory. Using data from 112 employees of a virtualized company, we tested the proposed research models. The results of analysis partly support the mediation model in that online social networking positively influences individuals' computer self-efficacy, virtual social skill, and virtual media skill, which are key predictors of individuals' task performance. Furthermore, the results of the analysis partly support the interaction model in that the level of remotework self-efficacy moderates the relationship between online social networking and task performance. The results paint a picture of people adjusting to virtual collaboration that constrains and enables their task performance. This study contributes to research and practice. First, we suggest a shift of research focus to the individual level when examining virtual phenomena and theorize that online social networking can enhance individual virtual competence in some aspects. Second, we replicate and advance the prior competence literature by linking each component of virtual competence and objective task performance. The results of this study provide useful insights into how human resource responsibilities assess employees' weakness and strength when they organize virtualized groups or projects. Furthermore, it provides managers with insights into the kinds of development or training programs that they can engage in with their employees to advance their ability to undertake virtual work.

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The Effect of Technology Start-up Companies' Absorption Capacity on Start-up Performance: Focusing on the Mediating Effect of Patent Activities (기술창업기업의 흡수역량이 창업성과에 미치는 영향: 특허활동의 매개효과를 중심으로)

  • Kim Jong Sik;Nam Jung Min
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.3
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    • pp.191-209
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    • 2023
  • Amid rapid changes in technological innovation due to the influence of the 4th Industrial Revolution and COVID-19, research related to absorption capacity and patent activities to promote technological innovation of Korean technology start-ups is important in this uncertain environment. This study aims to examine the effects on entrepreneurial performance and patent activities by reconstructing absorptive capacity, an organizational capability, for technology-based startups in fields such as BT and ICT with less than seven years of establishment, distinguishing between potential absorptive capacity and realized absorptive capacity. The study also seeks to develop a theoretical research model. To accomplish this, data was collected from managerial executives, including CEOs of 215 technology startups. The following hypotheses were tested: Firstly, potential absorptive capacity had a significant impact on patent activities, while realized absorptive capacity did not. Secondly, potential absorptive capacity had a significant impact on technological performance, while realized absorptive capacity did not. Thirdly, both potential and realized absorptive capacity had a significant impact on financial and non-financial performance. Fourthly, patent activities indirectly influenced potential absorptive capacity and technological performance, but did not affect realized absorptive capacity. Fifthly, patent activities indirectly influenced potential absorptive capacity and financial performance, but did not affect realized absorptive capacity. Lastly, patent activities indirectly influenced potential absorptive capacity and non-financial performance, but did not affect realized absorptive capacity. The practical significance of this study lies in providing useful guidelines for building the core capabilities of organizations through absorptive capacity and patent activities. Furthermore, it is expected that startups that have not recognized the formation process of absorptive capacity for patent activities will perceive the formation mechanism of absorptive capability anew and show considerable interest in future potential and realized absorptive capacity as part of their management strategies. This is anticipated to play an important role in adapting to rapidly changing technological advancements, the startup ecosystem, and securing sustainable competitive advantages.

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