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      • KCI우수등재

        성별차이를 중심으로 본 이러닝 만족도 영향요인에 관한 연구

        김태웅(Tae Ung Kim),엄명용(Myoung Yong Um) 한국경영학회 2006 經營學硏究 Vol.35 No.1

        E-Learning is another way of teaching and learning. E-learning is a networked phenomenon allowing for instant revisions and distribution, and goes beyond training and instruction to the delivery of information and tools to improve performance. The benefits of e-learning are many, including cost-effectiveness, enhanced responsiveness to change, consistency, timely content, flexible accessibility, and providing customer value. The proponents of e-learning stress the importance of using communities of interest to support and enhance the learning process. They also emphasizes that people learn more effectively when they interact and are involved with other people participating in similar endeavors.The purpose of this research is to identify the determinants of attitude in graduateprograms operated only on e-learning basis. This study developed a research model toanalyze the factors explaining the satisfaction level from classes, employing userconvenience, multimedia-quality, interactivity, and flow as major research variables, and collected 439 survey responses from graduate students attending the classes.ㄴr graduate To ensure the content validity of the scales, validated items adapted from prior studies were used to measure the satisfaction level from classes, user convenience, multimediaquality,interactivity, and flow. The respondents indicated their agreement or disagreement with the survey instruments using a five-point Likert-type scale. We also measured demographic variables such as gender, income, education, and organization position.The hypothesized relationships were tested using the structural equation model. Even the goodness-of-fit index, GFI and RMSEA failed to meet the recommended minimum level, these were close enough to suggest that the model fit was reasonably adequate to assess the results for the structural model. Other goodness-of-fit indices were found to exceed the recommended level.The statistical results indicate that the flow influences the satisfaction level, and that interactivity between students and professors has some impact on the flow, but the interactivity among students did not appear to be significant to the level of satisfaction. It was also found that, contrary to our expectation, only the user convenience influences the level of interactivity. The characteristics of the samples may give some partial explanationfor this surprising result. The respondents averaged more than 40 years in age, and had close to average 15 years of work experience, preferring text-based contents tomultimedia-based ones. They also normally study during weekends at home, which maydistract them from interacting among themselves.Within the context of arguing that the exploration of gender issues with respect to e-learning is important, this research also examines the gender differences in path coefficients. To this end, the structural model was tested with the data from entire data sample (i.e., women and men pooled together) and each of the subsamples (i.e., women taken separately and men taken separately). Properties of the causal paths, including standardized path coefficients, the significance of difference, in the hypothesized model, arealso presented, so that we can investigate the relative influences of different dominants,demonstrating how women and men differ in their decision-making processes regarding the flow and satisfaction from usage of e-learning. Some gender variation was found for some path coefficient. This results revealed that men's perception of user convenience was the more significantly direct and more salient than women's in determining the level of interactions between the students and contents.Although multimedia quality was not considered an important direct determinant ofinteraction level in total, it was significant for men compared with women. This finding suggests that pedagogical principles, including principles of developing and packaging content, could be employed in the development and

      • KCI등재후보

        중국 온라인 게임의 컨텐츠와 브랜드관련 요인이 향후 이용의도에 미치는 영향에 관한 실증적 연구

        엄명용(Kim Tae Ung),엄명용(Jung Jai Jin),김태웅(Eum Myung Yong) 한국무역상무학회 2004 貿易商務硏究 Vol.23 No.-

        On-line game business has emerged as the most lucrative entertainment industry, with over 4 million players in China, with more than 45% 0f the market dominated by Korean on-line games. While the interactive entertainment market continues to expand, with many new Korean on-line game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions (i.e., intention to play, brand-identity, word of mouth, flow, etc.) in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' intention to play, social norms, word of mouth, flow, and the impacts of several other key game-related constructs. A conceptual framework is proposed and a simultaneous equation model is developed. This paper develops the exploratory LISREL model for identifying the factors affecting the players' intention to play for on-line games. Based on data collected from on-line questionnaire survey in China, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between the game-related constructs. It is hoped that this result might provide the useful guidelines for developing the successful on-line game contents. With better understanding of the players' behavioral intentions, Korean on-line game developers should be able to penetrate the China market with sustainable advantage over their competition.

      • KCI등재

        혼합 검벨분포모형을 이용한 확률강우량의 산정

        윤필용,김태웅,양정석,이승오,Yoon, Phil-Yong,Kim, Tae-Woong,Yang, Jeong-Seok,Lee, Seung-Oh 한국수자원학회 2012 한국수자원학회논문집 Vol.45 No.3

        최근 다양한 기후변동성으로 인해 전 세계적으로 극한호우사상이 동시다발적으로 일어나고 있다. 우리나라의 극한호우사상은 주로 여름철 태풍으로 인한 호우와 국지성 집중호우에 의해서 발생한다. 극한호우사상에 대한 적절한 확률강우량을 추정하기 위해서, 본 연구에서는 연최대치일강우를 태풍으로 인한 강우와 집중호우로 인한 강우로 구분하여 확률적 거동을 고려하였다. 일반적인 강우빈도해석법은 연최대치강우가 단일 모집단을 이룬다고 가정하여 단일 분포함수를 적용하여 확률강우량을 추정하는 반면, 본 연구에서는 연최대치강우를 구성하는 두 가지 호우의 통계적 특성을 수문빈도해석에서 고려하기 위해, 혼합 분포함수를 적용하였다. 비교적 긴 관측강우자료를 보유한 15개 지점을 선정하여, 일강우량에 대한 확률강우량을 산정하고 비교분석을 실시하였다. 혼합 검벨분포모형에 의한 확률강우량은 단일 검벨분포함수를 적용한 확률강우량과 비교하여 지역에 따라 증감이 나타났으며, 이러한 결과는 홍수방어시스템의 계획 및 설계에서 유용한 정보를 제공할 것이다. Recently, due to various climate variabilities, extreme rainfall events have been occurring all over the world. Extreme rainfall events in Korea mainly result from the summer typhoon storms and the localized convective storms. In order to estimate appropriate quantiles for extreme rainfall, this study considered the probability behavior of daily rainfall from the typhoons and the convective storms which compose the annual maximum rainfalls (AMRs). The conventional rainfall frequency analysis estimates rainfall quantiles based on the assumption that the AMRs are extracted from an identified single population, whereas this study employed a mixed distribution function to incorporate the different statistical characteristics of two types of rainfalls into the hydrologic frequency analysis. Selecting 15 rainfall gauge stations where contain comparatively large number of measurements of daily rainfall, for various return periods, quantiles of daily rainfalls were estimated and analyzed in this study. The results indicate that the mixed Gumbel distribution locally results in significant gains and losses in quantiles. This would provide useful information in designing flood protection systems.

      • KCI등재후보

        연령별 차이를 중심으로 본 온라인게임 애호도 영향요인에 관한 연구

        엄명용(Myoung-Yong Um),권문주(Moon-Ju Kwon),변완수(Wan-Soo Byun),김태웅(Tae-Ung Kim) 한국IT서비스학회 2007 한국IT서비스학회지 Vol.6 No.1

          The purpose of this research is to identify the determinants of loyalty in online games. This study developed a research model to analyze the factors explaining the loyalty level from gamers, employing social identification, flow, and positive anticipated emotion as major research variables, and collected 1308 survey responses from gamers. Within the context of arguing that the exploration of age range issues with respect to online games is important, this research also examines the age differences in path coefficients. To this end, the structural model was tested with the data from entire data sample (i.e., the age of 10s, 20s, and 30s pooled together) and each of the subsamples (i.e., teens taken separately, twenties taken separately, and thirties taken separately). Properties of the causal paths, including standardized path coefficients, the significance of difference, in the hypothesized model, are also presented, so that we can investigate the relative influences of different dominants, demonstrating how teens, twenties, and thirties differ in their decision-making processes regarding the flow, social identification and loyalty from online games.

      • KCI등재

        디지털 콘텐츠 몰입경험

        엄명용(Myoung-Yong Um),김태웅(Tae-Ung Kim) 한국콘텐츠학회 2010 한국콘텐츠학회논문지 Vol.10 No.8

        본 논문의 목적은 디지털 콘텐츠에 대한 사용자의 몰입경험(flow experience)을 탐색하는 것이다. 구체적으로, 본 논문은 디지털 콘텐츠에 대한 몰입경험을 온라인게임 사례(case)에 적용하여 도전감과 숙련도가 사용자의 몰입경험에 어떠한 영향을 주는가를 실증적으로 분석하였다. 연구결과 도전감과 숙련도의 수준(낮음, 보통, 높음)에 따라 디지털 콘텐츠(온라인게임) 사용자의 몰입경험은 유의한 차이를 보였다. 또한, 몰입경험에 대한 도전감과 숙련도 사이의 상호작용(interaction effect)은 존재하지 않는 것으로 나타났다. 본 논문의 결과는 향후 디지털 콘텐츠를 개발하고 디자인하는 IT기업에게 유용한 시사점을 제공하리라 본다. The purpose of this paper is to examine a user's flow experience of digital contents. In the paper, the flow experience of digital contents was applied to the case of online games and it was experimentally investigated whether challenge and skill affect the user's flow experience. The results of the paper indicate that there are differences in the flow experience according to the level (low, medium, high) of challenge and skill in the context of online games. Furthermore, there is no interaction effect between challenge and skill affecting flow experience. The findings provide useful implications for IT firms that will plan to develop and design digital contents.

      • KCI등재

        e-러닝 기반의 경영과학 강의방식에 관한 사례연구

        엄명용(Myoung-Yong Um),김태웅(Tae-Ung Kim) 한국경영과학회 2009 經營 科學 Vol.26 No.3

        E-learning is a networked phenomenon allowing for instant revisions and distribution, and goes beyond training and instruction to the delivery of information and tools to improve performance. The proponents of e-learning emphasizes that students learn more effectively when they interact and are involved with other students participating in similar endeavors. The paper outlines the process of development and design of e-learning based Management Sciences course, with the aim of ensuring widespread use, in undergraduate business program. Experiences in introducing students to e-learning course are reported. Feedback from students has been very positive but also indicates the need for ongoing support and direction. In addition, a survey was used to identify the determinants of students' academic performance of Management Science, and PLS based model is developed to analyze the results. Statistical results concerning the hypothesized model are provided.

      • KCI등재

        B2B e마켓플레이스 거래만족의 선행요인 연구: 학교급식 전자조달시스템 사례를 중심으로

        엄명용 ( Myoung-yong Um ),남서우 ( Seo Woo Nam ),김태웅 ( Tae Ung Kim ) 한국인터넷정보학회 2014 인터넷정보학회논문지 Vol.15 No.5

        본 연구는 한국농수산식품유통공사가 운영하는 공적 B2B e-마켓플레이스인 학교급식전자조달시스템에 참여하고 있는 초중고등학교를 중심으로 참여학교의 거래만족도에 영향을 미칠 수 있는 선행요인에 대한 분석을 목적으로 한다. 사회적 자본, 의사소통, 네트워크내에서의 정보공유, 운영조직의 지원 등을 핵심선행요인으로 설정하고, 학교급식전자조달시스템에 참여하고 있는 초중고등학교를 대상으로 설문조사를 실시하여 연구가설을 검증하였다. 분석결과, 사회적 자본과 지원은 거래만족도에 유의한 영향을 미치고, 지원은 사회적 자본 축적에 긍정적 영향을 미친다는 것을 확인할 수 있었다. 또한 사회적 자본과 지원은 참여구성원간의 의사소통과 네트웍내에서의 정보공유에 의해서 유의한 영향을 받는다는 것을 알 수 있었다. 본 연구의 분석결과는 성공적인 학교급식 조달을 위한 e-마켓플레이스 거래만족도에 영향을 줄 수 있는 선행요인들 사이의 관계를 이해하고 적용하는데 있어 의미 있는 시사점을 제공하리라 본다. The purpose of this study is to identify the factors influencing the satisfaction of schools using the school-food B2B e-Marketplace operated by Korea Agro-Fisheries Trade Corporation. This study proposes the social capital, communication, information sharing within the network and support by e-Marketplace as antecedents variables, and collected the survey responses from the schools participating in school-food e-Marketplace. The statistical results indicate that the social capital and support by e-Marketplace has significant impact on the satisfaction level of schools, and support strongly influences the social capital. It was also found that the communication and information sharing within the network influence the social capital and support. These findings may offer the significant implications leading to successful expansion of B2B e-Marketplace in the context of school-food area.

      • KCI등재

        인터넷 사용자의 정보프라이버시 염려와 정보보호 활동에 대한 실증연구

        엄명용 ( Myoung Yong Um ),이문기 ( Moon Ki Rhee ),김태웅 ( Tae Ung Kim ) 한국컴퓨터교육학회 2015 컴퓨터교육학회 논문지 Vol.18 No.1

        본 연구는 인터넷 사용자를 대상으로 정보보호 활동을 유도할 수 있는 선행 요인들을 실증적으로 탐색하기 위하여 수행되었다. 본 연구에서 제시된 인과모형은 정보프라이버시에 대한 염려가 어떻게 자기 효능감과 인지된 유용성을 거처 정보보호 활동으로 이어질 수 있는가에 대한 것이다. 282개의 표본 데이 터를 이용하여 수행한 연구결과, 인터넷 사용자가 인지하는 정보프라이버시에 대한 염려는 자기효능감, 인지된 유용성, 그리고 정보보호 활동에 유의한 영향을 미치는 것으로 도출되었다. 또한 인지된 유용성 과 정보보호활동은 자기효능감에 의해 유의한 영향을 받는 것으로 나타났다. 그러나 예상과는 달리, 인 지된 유용성은 정보보호 활동에 통계적으로 유의한 영향력을 미치지 않았다. 본 연구의 결과는 온라인 기업과 인터넷 사용자들뿐만 아니라, 정보보호 교육을 제공하는 교육 관련자들에게 의미 있는 함의를 제 공할 것이다. This research aims to empirically explore the antecedents that could impact on internet users’ information protection behavior. 282 of sample data collected from internet users was used to test the hypotheses. The results of this research reveal that the internet users’ information privacy concerns has a significant impact on self-efficacy, perceived usefulness, and information protection behavior. In addition, we found that perceived usefulness and information protection behavior are significantly influenced by self-efficacy. However, contrary to expectations, perceived usefulness has no statistically significant effect on information protection behavior. These findings provide significant implications for online companies and internet uses as well as educational stakeholders that give educations about information protection.

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