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      • KCI등재

        정보기술 수용 후 주관적 지각 형성: 사용 경험에서 형성된 습관, 기대일치, 자기효능감의 역할

        김용영,오상조,안중호,장정주,Kim, Yong-Young,Oh, Sang-Jo,Ahn, Joong-Ho,Jahng, Jung-Joo 한국경영정보학회 2008 Asia Pacific Journal of Information Systems Vol.18 No.1

        Researchers have been continuously interested in the adoption of information technology (IT) since it is of great importance to the information systems success and it is also an important stage to the success. Adoption alone, however, does not ensure information systems success because it does not necessarily lead to achieving organizational or individual objectives. When an organization or an individual decide to adopt certain information technologies, they have objectives to accomplish by using those technologies. Adoption itself is not the ultimate goal. The period after adoption is when users continue to use IT and intended objectives can be accomplished. Therefore, continued IT use in the post-adoption period accounts more for the accomplishment of the objectives and thus information systems success. Previous studies also suggest that continued IT use in the post-adoption period is one of the important factors to improve long-term productivity. Despite the importance there are few empirical studies focusing on the user behavior of continued IT use in the post-adoption period. User behavior in the post-adoption period is different from that in the pre-adoption period. According to the technology acceptance model, which explains well about the IT adoption, users decide to adopt IT assessing the usefulness and the ease of use. After adoption, users are exposed to new experiences and they shape new beliefs different from the thoughts they had before. Users come to make decisions based on their experiences of IT use whether they will continue to use it or not. Most theories about the user behaviors in the pre-adoption period are limited in describing them after adoption since they do not consider user's experiences of using the adopted IT and the beliefs formed by those experiences. Therefore, in this study, we explore user's experiences and beliefs in the post-adoption period and examine how they affect user's intention to continue to use IT. Through deep literature reviews on the construction of subjective beliefs by experiences, we draw three meaningful constructs which theoretically have great impacts on the continued use of IT: perceived habit, confirmation, and computer self-efficacy. Then, we examine the role of the subjective beliefs on the cognitive/affective attitudes and intention to continue to use that IT. We set up a research model and conducted survey research. Since IT use implies interactions among a user, IT, and a task, we carefully selected the sample of users using same/similar IT to perform same/similar tasks, to exclude unwanted influences of other factors than subjective beliefs on the IT use. We also considered that the sample of users were able to make decisions to continue to use IT volitionally or at least quasi-volitionally. For each construct, we used measurement items recognized for reliability and widely used in the previous research. We slightly modified some items proper to the research context and a pilot test was carried out for forty users of a portal service in a university. We performed a full-scale survey after verifying the reliability of the measurement. The results show that the intention to continue to use IT is strongly influenced by cognitive/affective attitudes, perceived habits, and computer self-efficacy. Confirmation affects the intention to continue indirectly through cognitive/affective attitudes. All the constructs representing the subjective beliefs built by the experiences of IT use have direct and/or indirect impacts on the intention of users. The results also show that the attitudes in the post-adoption period are formed, at least partly, by the experiences of IT use and newly shaped beliefs after adoption. The findings suggest that subjective beliefs built by the experiences have deep impacts on the continued use. The results of the study signify that while experiencing IT in the post-adoption period users form new beliefs, attitudes, and intentions which may be differe

      • [기술논문] 세정 효율 향상을 위한 어구 세정기 구조 최적화에 관한 연구

        김용영(Yong-young Kim),최덕기(Deokki Choi) 대한기계학회 2013 대한기계학회 춘추학술대회 Vol.2013 No.5

        Considering the popularity of the scallop aquaculture industry and aquaculture operations with a net in Korea, Japan, and Southeast Asia, many problems exist as the management of fishing gear and alternation task are dependent on the traditional method which uses pure labor forces. Especially, it takes a lot of time and efforts for intra-coastal aquaculturing fishermen to remove hydras as well as green laver and shellfish that live in the low rise around the shore attached to the fishing gear, and such foreign matters as moss manually. For that reason, the fishermen had to avoid reusing fishing gear and buy new one resulting in environmental contamination and the increase of the fishery cost. Because of the eco-friendly issue, aggravating management cos, and the decreasing catch of this management system, the need for development of cleaning equipment of fishing gear has been required consistently. Therefore, for development of cleaning equipment of scallop fishing gear this study aims at implementing a test which searches for the best condition for improvement of cleaning efficiency and finding optimization of cleaning variables.

      • KCI등재

        스마트워크 사용자의 업무/비업무간 경계 관리 전략에 관한 연구

        김용영 ( Yong Young Kim ),오상조 ( Sangjo Oh ),이희진 ( Heejin Lee ),차경진 ( Kyung Jin Cha ) 한국지식경영학회 2015 지식경영연구 Vol.16 No.4

        Smart Work is an extended version of telecommuting or distance work pursuing an objective of work-life balance which is one of the hottest issues in management research. With diffusion of Smart Work, a problem has been raised that Smart Work makes the boundary between work and non-work blur, and may break the balance of work-life. However, work-life balance will be achieved by actively managing the boundary between work and non-work rather than passively taking the consequences. In order to find out whether Smart work improves work-life balance, we need to understand the precedence factors influencing on job satisfaction and the role of boundary management strategy which Smart Workers actively choose. This paper considered the bi-directional permeability between work and non-work domain and developed a research model containing a causal relationship among three factors, job autonomy, job involvement, and job satisfaction, and the moderation effect of boundary management strategy. The results show that both job autonomy and job involvement affect job satisfaction and boundary management strategy which Smart Workers utilize plays a moderating role influencing on job satisfaction.

      • KCI등재

        상호작용성 관점의 온라인 게임 분석

        김용영(Kim, Yong-Young),진석형(Jin, Seok-Hyung),김미혜(Kim, Mi-Hye) 한국산학기술학회 2010 한국산학기술학회논문지 Vol.11 No.9

        게임의 장르를 구분하는 대부분의 선행연구에서는 객관적이고 공통적인 기준을 제시하고 있지 못하다. 게임 을 유형화하는 기존의 방법은 장르를 구분하는 기준이 다소 애매하여, 영역별 경계가 명확하지 않고 여러 유형이 한 장르에 포함될 수 있는 한계점을 지니고 있다. 이런 문제점이 발생하는 근본 원인은 무엇보다 게임의 본질적인 특징 을 기준으로 게임을 구분하고 있지 못하는 점에서 찾아볼 수 있다. 본 논문에서는 기존 연구의 한계에서 벗어나 주참 여자, 대응참여자, 통제 캐릭터를 통해 이뤄지는 상호작용성을 기준으로 게임 유형 프레임워크를 개발하였다. 본 논문 에서 제시한 프레임워크를 통해 World of Warcraft를 실증적으로 분석하여 프레임워크가 포괄적이며, 또한 게임 유형 화를 위한 유용한 분석 도구라는 점을 밝혔다. It is of great importance to categorize the genres of online games in order to get a useful conceptual framework. The reason for this is so that we can distinguish between the similarities and differences between the types of games. Most of researches, however, have not provided common criteria, other than subjective criteria or experiences. This paper finds the fundamental characteristic of games, that is, their interactivity and develops a conceptual framework including primary and corresponding participants, and controlling characters. Through an empirical research on World of Warcraft, this study shows that the framework is comprehensive covering all of interactivity at WoW and an useful tool for analyzing online games.

      • KCI등재

        상호작용성 정도에 따른 게임 장르 유형의 탐색적 연구

        김용영(Kim, Yong-Young),김미혜(Kim, Mi-Hye) 한국게임학회 2010 한국게임학회 논문지 Vol.10 No.5

        디지털 게임의 장르를 구분함으로써 한 장르에서 게임 간 유사성을 볼 수 있으며, 장르 간 차이점도 볼 수 있는 장점이 있다. 하지만 현재 통용되는 디지털 게임의 분류 기준이 모호하여 새롭게 등장하는 디지털 게임을 효과적으로 분류하는 데 한계가 있다. 또한 기존의 분류 기준은 상호 배타적이지 않아 하나의 게임이 여러 장르에 포함될 수 있는 문제점도 내포하고 있다. 이러한 문제점이 발생하는 원인은 게임을 구분하기 위한 본질적이고 객관적인 특징을 제시하지 못하고 있다는 점에서 찾을 수 있다. 본 논문에서는 주 참여자, 대응 참여자, 통제 캐릭터를 기준 축으로 하여 상호작용성 관점에서 디지털 게임의 장르를 구분할 수 있는 프레임워크를 제시하였다. 또한 본 논문에서 제시한 프레임워크를 디지털 게임에 적용하여 분석한 후 게임 프레임워크의 유용성과 이를 활용한 향후 연구 방향도 살펴보았다. The fundamental characteristic that digital games have is interactivity. Digital games need to be systematically categorized so that similarities and differences can be identified and analyzed. Research in the past, however, has not established common criteria for categorizing digital games. This paper resolves that gap by identifying the fundamental characteristic of games, interactivity, and develops a conceptual framework consisting of primary and corresponding participants, and controlling characters. Through an empirical analysis on some digital games, this study shows that the framework could be comprehensive covering all of interactivity during the game. Future research topics are presented based on this framework.

      • KCI등재

        퍼지적분을 이용한 제스처 인식

        김용영(Yong-Young Kim),김미혜(Mi-Hye Kim),이창조(Chang-Jo Lee) 한국엔터테인먼트산업학회 2011 한국엔터테인먼트산업학회논문지 Vol.5 No.2

        제스처는 인간이 의미를 전달하기 위한 움직임이나, 기계와 컴퓨터를 조작하기 위한 움직임을 의미한다. 제스처 인식은 모델링, 해석, 인식의 과정으로 이루어진다. 영상 검색 시스템에서 특징을 추출하고 저장하는 과정과 특징을 이용하여 영상간의 유사도를 산출하는 과정이 가장 중요하다. 본 논문에서는 가로선과 세로선 그리고 원에 대한 제스처의 특징을 추출하면, 각 특징의 가중치를 설정하기 위해 퍼지적분을 이용하는 방법을 제안하였다. 또한 원에 대한 제스처 인식의 정확도를 측정하기 위해 퍼지원을 사용하였다. The gesture refer to individuals’ motion to convey their intention or to manipulate machines and computers. Gesture recognition consists of three phases: gesture modeling, gesture analysis, and gesture recognition. In image retrieval system, two processes are very important; one is the feature extraction to store and process images, and the other is the process of calculating the similarity between the profiled image and the extracted image. In this paper, we propose a method using the fuzzy integral to calculate the weights of each feature that is extracted for horizontal and vertical lines as well as circle gesture. In addition, we use the fuzzy circle to measure the accuracy of the gesture recognition.

      • 녹색환경 보존을 위한 친환경 통발세척시스템 개발

        김용영(Yong-young Kim),최덕기(Deokki Choi) 대한기계학회 2012 대한기계학회 춘추학술대회 Vol.2012 No.5-3

        Fish Pot fishery which is commonly performed in South Korea and Japan is a type of fishery in which fishing equipments are installed in a certain sea area throughout the year and ths fish that enter the equipments are caught once or twice a day. The Fish Pot fishery used to be performed by management of fishing ground and fishing activities. Recently, however, fishing methods and management of fishin equipments are changing due to the introduction of various types of automatic and hydraulic equipments. Fish Pot washing in the fishery requires a lot of labors as well as time and give rise to severe environmental pollution. Also it is clear that the Fish Pot fishery is a type of fishery that effectively uses ocean resource and is closely associated with the tourism industry of the coastal regions. Thus it should be protected and supported because the necessity of sustainable use of resource is increasing. Besides, through the development of the fish pot clearing system, the environmental problems of the overall fishery including the fish pot fishery should be solved, the image of the coastal area as scenic coasts should be enhanced and the environment should be preserved via the automation of the management of fishing pot.

      • 스마트워크를 활용한 시공안 제약의 극복

        김용영(Kim Yong-Young) 한국IT서비스학회 2011 한국IT서비스학회 학술대회 논문집 Vol.2011 No.9

        모바일 정보기술의 발전으로 시간과 공간의 제약을 극복한 스마트워크의 시대가 열렸다. 조직에서는 똑똑한 단말기와 끊임 없는 접속을 통해 스마트워크에 적합한 업무 방식과 서비스를 제공하고 있다. 나아가 스마트워크를 활용하여 조직 활동과 조정 및 협업 프로세스를 재구성하고 있다. 이러한 활동을 통해 조직의 생산성과 성과를 극적으로 향상시키고 있다. 이러한 이유로 스마트워크에 대한 관심이 중대되고 있다. 본 연구에서 시간지리학의 관점에서 스마트워크를 통해 시간과 공간의 제약조건을 극복하는 과정과 상호작용을 유연하고 풍부하도록 구현하는 스마트워크의 성과에 초점을 맞추었다. 본 연구는 성공적으로 스마트워크를 구축하여 운영 중인 서울도시철도의 사례를 시간지리학의 프레임워크를 통해 분석하였다.

      • 모바일 커머스 사용에 영향을 주는 감성 요인에 관한 연구

        오가영 ( Ka-young Oh ),김용영 ( Yong-young Kim ) 한국유통경영학회(구 한국유통정보학회) 2013 유통정보학회지 Vol.16 No.1

        현재 스마트폰 등의 모바일 기기는 일상생활에 폭넓게 사용되고 있으며 이를 활용한, 모바일 커머 스 시장도 확대되고 있다. 모바일 기기의 경우 옆에 두고 쉽게 활용할 수 있기 때문에 이성적 측면보다 감성적 측면으로 촉발되는 활동이 활발하게 나타나고 있다. 모바일 커머스와 관련된 대부분의 선 행 연구가 사용자의 인지적 요인에 초점을 두고 설명하는 한계가 존재한다. 모바일 커머스는 다른 혁 신체에 비해 개인적인 성향이 강하다는 특징을 보여주고 있다. 따라서 본 연구는 기존 연구에서 간과 해 왔던 감성적 요인의 중요성을 모바일 커머스 채택 상황에서 확인하였다는 점이다. 혁신과 관련한 기존 연구에선 인지 요인에 중점을 두어왔지만, 모바일 커머스가 다른IT관련 혁신체에 비해 역사가 짧고, 채택에 있어 개인적 성향이 강하다. 따라서 감성 요인에 초점을 둔 연구 모형을 개발하였고, 실증적인 연구결과를 통해 모바일 커머스 의 사용의도 및 사용에 영향을 미치는 감성 요인(지각된 위험, 혁신성, 친밀감)의 중요성을 확인하였다는 데 본 연구의 의의가 있다. This study explores the model concerning the intention to use and the actual use of mobile commerce. The research model is extracted from TAM and Triandis models and we suggest three latent variables which are - perceived risk, individual innovation and affinity, which are all based on emotional factors. The proposed model was empirically tested using data collected from a survey of mobile commerce consumers. A structural equation modeling technique was used to evaluate the causal model and confirmatory factor analysis was performed to examine the reliability and validity of the measurement model. Our findings indicated that all of the variables significantly affected the use of mobile commerce. Among them, the affinity variable had the most significant influence. Furthermore, perceived risk had a negative effect with regards to the intention of use. The implications of this work for both researchers and practitioners are discussed. The most important factor is that the emotional variables, which are not considered in innovation studies, are explored. We suggest a model having the emotional factors such as affinity, risk, and innovativeness and moreover, we confirm that the emotional variables are important to the use of and the intention to use mobile commerce.

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