• 제목/요약/키워드: virtual individual

검색결과 316건 처리시간 0.03초

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

  • 서아영;신경식
    • Asia pacific journal of information systems
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    • 제22권2호
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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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Cross-speaker anaphora in dynamic semantics

  • Yeom, Jae-Il
    • 한국언어정보학회지:언어와정보
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    • 제14권2호
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    • pp.103-129
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    • 2010
  • In this paper, I show that anaphora across speakers shows both dynamic and static sides. To capture them all formally, I will adopt semantics based on the assumption that variables range over individual concepts that connect epistemic alternatives. As information increases, a variable can take a different range of possible individual concepts. This is captured by the notion of virtual individual (= vi), a set of individual concepts which are indistinguishable in an information state. The use of a pronoun involves two information states, one for the antecedent, which is always part of the common ground, and the other for the pronoun. Information increase changes vis for variables in the common ground. A pronoun can be used felicitously if there is a unique virtual individual in the information state for the antecedent which does not split in two or more distinctive virtual individuals in the information state for the pronoun. The felicity condition for cross-speaker anaphora can be satisfied in declaratives involving modality, interrogatives and imperatives in a rather less demanding way, because in these cases the utterance does not necessarily require non-trivial personal information for proper use of a pronoun.

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가상 프로젝트 조직의 개인관점 지식역량 평가 (Knowledge Evaluation of Individual Competence for Virtual Project Organization)

  • 이경휘;김철한;우훈식
    • 산업경영시스템학회지
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    • 제35권4호
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    • pp.133-141
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    • 2012
  • Virtual project organization may be recognized as one of the promising business models in which many knowledge sources externalize through cross boundaries of knowledge-based organizations. This paper proposes a knowledge competence evaluation of virtual project organization based on the following perspectives: 1) Individual knowledge perspective, 2) Activity-oriented knowledge perspective, and 3) Knowledge-driven social network perspective. In the framework, individual knowledge competence having experienced or learned from knowledge-based activities and virtual networks in the project, should be evaluated according to the assumption that knowledge and collaboration competence depends on the activities and networks acquired proportionally by the past participation to projects. An illustrative SI example is given in order to validate the proposed evaluation and computing procedure.

메디컬 디지털 트윈 기반 동적 가상 인체 획득 시스템 (Medical Digital Twin-Based Dynamic Virtual Body Capture System)

  • Kim, Daehwan;Kim, Yongwan;Lee, Kisuk
    • 한국정보통신학회논문지
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    • 제24권10호
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    • pp.1398-1401
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    • 2020
  • We present the concept of a Medical Digital Twin (MDT) that can predict and analyze medical diseases using computer simulations and introduce a dynamic virtual body capture system to create it. The MDT is a technology that creates a 3D digital virtual human body by reflecting individual medical and biometric information. The virtual human body is composed of a static virtual human body that reflects an individual's internal and external information and a dynamic virtual human body that reflects his motion. Especially we describe an early version of the dynamic virtual body capture system that enables continuous simulation of musculoskeletal diseases.

심리적 거리로서의 가상성과 시간적 거리: 제품 정보 유형의 제품 태도에 미치는 효과를 중심으로 (Virtuality as a Psychological Distance and Temporal Distance: Focusing on the Effect of Product Information Type on Product Attitude)

  • 박도형
    • 지식경영연구
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    • 제18권3호
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    • pp.163-178
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    • 2017
  • Recent advances in technology are evolving to enable individuals to perform various activities necessary for their lives, without being constrained by physical, temporal, and spatial constraints. The online services and experiences that originated from solving the discomfort in the actual offline space have created the newness that can only be experienced in the digital world and furthermore uniquely new experiences in actual space as well. While many previous studies have suggested several interpretations of unique individual behaviors in virtual environments, a recent research approaches virtuality as an interesting perspective of the change of thinking style. Virtuality is defined as how far apart we are from everyday reality, and if the individual faces a situation far from reality, the psychological distance of the individual becomes distant and ultimately leads to the thinking style of high construal level. Otherwise, it is said to have a relatively low construal level of thinking style. In this study, I try to confirm the virtual distance as the role of psychological distance in new virtual contexts. Simultaneously considering temporal distance, which are most used in psychological distance, and virtual distance based on virtuality, this study tries to find whether the effect of virtual distance on product attitude is the same as that of temporal distance and check the relationship between virtual distance and temporal distance in the context of consumers' product evaluations depending on product information type.

가상세계에서 패션 디자인 비즈니스의 특징 - 세컨드 라이프(second life)를 중심으로 - (Characteristics of Business based on 'Second Life' Simulation Game)

  • 최은영;서동애
    • 한국콘텐츠학회논문지
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    • 제8권12호
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    • pp.198-206
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    • 2008
  • 가상세계에서 패션은 이제 하나의 디자인 장르로 등장하였다. 가상세계 커뮤니티에서 게임자들은 활동을 위한 아바타와 공간을 가지게 되었으며, 이 속에서 생활하는데 필요한 아이템들의 공급이 필요하게 되었다. 2003년 가상현실 게임으로 등장한 세컨드 라이프는 현실세계와 대체가능한 화폐, 개인 참여자들의 아이템 제작 및 판매, 오프라인에 존재하는 다양한 기업들의 참여를 통해 현실세계에서와 같은 비즈니스가 진행되어져 왔다. 특히, 온라인으로 전개되기 어려운 특징을 지닌 패션산업이 디자인은 물론 트렌드를 반영한 제품 제작에서 판매까지 이루어지고 있으며, 개인이 작업 가능한 소프트웨어를 제공하여 사용자들의 콘텐츠 제작 및 활용, 판매가 가능한 장을 열어두고 있다. 본 연구는 현재 가상세계 게임의 선두에 있는 세컨드 라이프를 중심으로 이곳에서 이루어지는 비즈니스에 대한 전반적인 정보와 특히 패션 비즈니스 모델을 중점적으로 소개함으로써 웹 3.0 시대를 위한 비즈니스 모델을 연구하는 기초자료를 제공하고자 하였다. 특히 개인이 개발 가능한 패션 아이템은 가상세계에서 또 다른 패션 비즈니스로 성장하는데 도움이 될 것이다.

사회적 자본과 개인 동기가 정보공유와 커뮤니티 촉진에 미치는 영향: 중국의 가상커뮤니티를 중심으로 (The Effects of Social Capital and Individual Motivations on Information Sharing and Community Promotion: Focused on a Chinese Virtual Community)

  • 김종기;대상;김재현
    • 한국정보시스템학회지:정보시스템연구
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    • 제25권1호
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    • pp.135-158
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    • 2016
  • Purpose Virtual communities change the way people communicate and share information. The purpose of this paper is to find how internet social capital and individual motivations influence the information sharing in virtual communities. This study considers the social capital theory, individual motivations, information sharing, and community promotion to construct a theoretical model. Design/methodology/approach Social capital focuses on three dimensions that include 6 factors: social interaction ties, centrality, shared language, shared vision, trust and reciprocity. Individual motivations include 2 factors: reputation and enjoy helping. To confirm the research model and the hypotheses, 426 effective questionnaires were used for the final analysis. Findings The result of data analysis demonstrates that social interaction ties, centrality, shared language, trust, and reciprocity were significant in affecting information sharing behaviors. However, reputation, enjoy helping, and shared vision does not appear to have a significant influence on information sharing behaviors. The information sharing was positively related to community promotion.

Development of the Object-Oriented Virtual PLC Framework

  • Heon Jeong;Park, Han-Soo
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2001년도 ICCAS
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    • pp.84.2-84
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    • 2001
  • To remove the logical error inexpensively, in this paper, we propose new concept of VPLF(Virtual PLC Framework) which consists of VPLE(Virtual PLC Editor), Virtual Machine(Virtual Machine), VMC(Virtual Machine Control panel), Virtual PLC Program Editor(VPLPE) and Object Inspector. VPLC is for PLC hardware and software and VM is for the target to be controlled. VPLC has an individual editor and the screen of configuration. With using individual editor in VPLC, we can edit and compile to PLC ladder program. In VM, there are many kinds of object for machine elements, actuator, sensor and so on. The VPLC and VM are interlinked each other and controlled by the PLC program in real time. So, we can get the powerful realization as the machine is ...

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심리적 거리로서의 가상성 : 가상성에 따른 광고메시지 전략 (Virtuality as a Psychological Distance : The Strategy for Advertisement Message Appeal Depending on Virtuality)

  • 박도형
    • Journal of Information Technology Applications and Management
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    • 제24권2호
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    • pp.39-54
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    • 2017
  • At present, various technologies are rapidly advancing, centering on the concept of virtuality. From the technology of virtual reality, which allows us to experience the senses as if they existed, to the technology of augmented reality, which provides new information or services based on reality, they are no longer strange things for ourselves because we experience them every day and night. Even though the concept of virtual is very familiar in terms of technology, it is not known how individuals accept the concept of virtuality, how they change our way of thinking, and how their behavior changes. This study aims to approach virtuality perceived by the individual from the viewpoint of individual's information processing. Virtuality is defined as the degree to which the situation facing an individual is far from actual reality. An individual can judge the degree of virtuality easily, which is considered to be a psychological distance which is an important factor in personal information processing. In this study, we have confirmed whether the argument is applied to the real world in the context of advertisement. According to the construal level theory, when an individual feels virtuality at a high level, the individual thinks that the situation they are facing is psychologically distant and accordingly has a high level construal. Therefore, it is more influenced by 'advertisement emphasizing symbolic appeal' which is matching with higher level. On the other hand, when an individual feels a low level of virtuality, the individual thinks that the situation they are facing is psychologically near and thus has a low level construal. Therefore, respondents are more sensitive to functional appeal, which is related to lower level. This study has the theoretical contribution in terms that the degree of virtuality affects the psychological distance of the individual. In addition, the results of this study have practical contribution in terms of being able to be actively used in the information delivery strategy centered on the advertisement.

소부대 전술 훈련을 위한 개체기반 워게임 모델과 전차시뮬레이터 연동에 관한 연구 (A Study on Integration between an Entity-based War Game Model and Tank Simulators for Small-Unit Tactical Training)

  • 김문수;김대규;권혁래;이태억
    • 한국군사과학기술학회지
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    • 제15권1호
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    • pp.36-45
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    • 2012
  • In this thesis, we propose an integrated simulation method of virtual tank simulators and an entity-based constructive simulation model for small unit tactical training. To do this, we first identify requirements for virtual-constructive integrated simulation in a synthetic environment. We then propose a virtual and constructive interoperation method where individual combat entities of virtual-constructive models are interacting with each others. We develop a method of aggregating individual combat entities into a larger combat unit and disaggregating an unit into entities from time to time. We also present a way of sharing synthetic environment information between the models. Finally, we suggest that for more effective interoperability, virtual and constructive models should be developed by using common combat object models. The proposed interoperation method can be extended to further live-virtual-constructive models.