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      • KCI등재

        사회연결망분석을 이용한 신생조직 내부의 지식흐름 진단: A사 해외법인 사례연구

        양성병 ( Sung Byung Yang ) 한국지식경영학회 2012 지식경영연구 Vol.13 No.1

        Unlike the traditional belief that knowledge flows along the formal reporting procedures, recent social network research has reported the importance of informal social networks which may play a critical role as the real knowledge conduits. In fact, as a complementary approach of utilizing knowledge management systems (KMSs), many firms have focused on managing informal knowledge flow through which to acquire and transfer valuable knowledge in a fast and effective way. In a case of global companies that have newly developed foreign branches or subsidiaries, due to cultural or institutional differences and lack of understanding of knowledge management and its benefits, they often have difficulties in activating knowledge sharing in local branches. In these situations, diagnosing organizational knowledge flow through SNA can be a first step to solve the problems. Therefore, in this paper, I report on the result of case study on a foreign branch of "A" global company by identifying organizational knowledge paths. Based on the results of the diagnosis, some implications and insights for building knowledge management (KM) strategy specified for a newly developed foreign branch will also be discussed.

      • KCI등재

        지식경영 현황진단의 상황적 접근: 이차원 진단측정도구 개발

        양성병 ( Sung Byung Yang ),고준 ( Joon Koh ) 한국지식경영학회 2008 지식경영연구 Vol.9 No.1

        This study develops a framework and instruments to diagnose the current knowledge management(KM) status of an organization and to suggest future KM implementation directions. Based on the comprehensive review of KM literature and KM case studies, we derive three main aspects(strategic, social and technical aspect) and seven critical factors(KM strategy, knowledge worker, organizational strucuture, organizational culture, KM processe, organizational knowledge, and information technology) for the successful KM implementation. The instruments developed in this study include every specific measurement items of each critical success factor, which are expected to help not only suggest a context-sensitive KM strategy but also evaluate current KM status of a designated organization. By introducing two dimensions of KM evaluation(effectiveness and necessity), a more holistic and contingent view of KM can be assured. Academic contributions as well as practical implications are discussed. Study limitations and future research directions are also provided.

      • KCI등재

        인터넷 서점에서 소비자의 지각된 위험 및 이용의도에 영향을 미치는 요인에 관한 실증 연구

        양성병(Sung-Byung Yang) 한국IT서비스학회 2013 한국IT서비스학회지 Vol.12 No.4

        As the online bookstore market has been saturated and the level of competition has become more intense, maintaining competitive advantage by mitigating consumers' perceived risks can be considered as one of good alternative strategies a company should use. Although studies that identify the types of consumers' perceived risks in the context of online bookstores as well as validate the relationships between perceived risk and its antecedent/consequent factors in an integrated manner are strongly required, there has been less attention paid to these matters. Therefore, based on previous literature, we identify five types of perceived risks (financial, performance, online payment, delivery, and seller's response risk) and validate the impacts of online bookstore specific characteristics and user specific characteristics on perceived risk. In addition, we also verify causal relationship between perceived risk and intention to use online bookstores. The results of PLS test using 108 samples collected from undergraduate and graduate students confirm that perceived risk has a negative impact on intention to use and four antecedents (reputation, service quality, self-efficacy, and user experience) are significantly related to perceived risk.

      • KCI등재후보

        지식경영의 국방조직에 대한 적용 : 최신 이슈 및 연구시사점

        양성병,고준,Yang, Sung-Byung,Koh, Joon 한국국방경영분석학회 2008 한국국방경영분석학회지 Vol.34 No.1

        본 연구는 지식경영에 대한 개념과 지식경영 성공사례를 소개하고, 최신의 지식경영 이슈로 부각된 지식생태계와 사회연결망분석, 실행공동체 등의 신 개념을 국방조직에 어떻게 적용할 수 있을지에 대한 시사점을 논의하였다. 국방조직은 보안문제 등 여러 면에서 특수성을 지니고 있기 때문에 민간 기업이나 일반조직의 지식경영 도입 및 추진방법과는 다를 수 있지만, 체계적인 지식축적 및 관리를 위한 지식관리시스템 도입, 실행공동체를 통한 구성원들의 지식공유 활성화, 군 외부조직과의 상호작용 및 지속적 학습을 위한 지식생태계 구축 등은 국방 혁신에 실질적인 도움이 될 수 있다. 국방조직의 특성을 감안한 개방형 지식경영의 적용 가능성, 실무적 시사점, 향후 연구방향 등이 함께 제시된다. This paper introduces the concept of knowledge management(KM) and current KM trend(such as community-of-practice, knowledge ecology, and social network analysis) with some successful KM practices, and discusses a chance to apply KM to defense organizations. Although defense organizations have several unique characteristics which differ from other private organizations such as critical security issues, implementing KM initiatives for them seems essential. Implications and future research directions are also discussed.

      • KCI등재

        브이튜버(Vtuber) 개인방송의 기술적 특성과 가상 크리에이터 특성이 즐거움, 시청만족도 및 유료후원의도에 미치는 영향: S-O-R 모델을 기반으로

        김성군,양성병,윤상혁,Jin, Chengjun,Yang, Sung-Byung,Yoon, Sang-Hyeak 한국IT서비스학회 2022 한국IT서비스학회지 Vol.21 No.5

        Personal broadcasting utilizing Vtuber, a virtual creator made of 2D or 3D avatars, has recently appeared and is growing in popularity. Vtuber is a virtual person who broadcasts on the Internet using 2D or 3D avatars with real-time motion capture and computer graphics technologies. While the personal broadcasting industry utilizing Vtuber is proliferating, related studies have mainly concentrated on technical issues. Therefore, in this study, the antecedent factors that form the technical characteristics and virtual creator characteristics of Vtuber personal broadcasting are derived using the Stimulus-Organism-Response (S-O-R) model. Then the effect of these factors on viewer pleasure and satisfaction, which lead to increased paid sponsorship is to be examined. Furthermore, we investigate how this influencing mechanism fluctuates based on the avatar type (2D vs. 3D). This study contributes to empirical examinations of viewers' paid sponsorship intention in Vtuber personal broadcasting through the S-O-R model. It also offers insights that technological or virtual creator characteristics could improve viewers' pleasure, satisfaction, and even paid sponsorship.

      • KCI등재

        온라인 지식네트워크 내에서의 지식기여 및 지식활용 활동에 영향을 미치는 요인

        정재훤(Jae-Hwuen Jung),양성병(Sung-Byung Yang),김영걸(Young-Gul Kim) 한국경영과학회 2009 한국경영과학회지 Vol.34 No.3

        Since online knowledge networks usually consist of a larger, loosely knit, and geographically distributed group of “strangers" who may not know each other very well, members may not willingly share their knowledge with others. In order to address this challenge, this study looks into the factors that are expected to affect knowledge sharing in an online knowledge network. For empirical validation, we choose “the global network of Korean scientists and engineers (KOSEN)" as one of the best practices of online knowledge networks. By using the archival, network, and survey data, we validate two models of knowledge sharing in sequence (i.e., knowledge contribution and knowledge utilization models) and then discuss the results. The findings of this study show that individuals not only contribute but also utilize knowledge in an online knowledge network when they are structurally embedded and perceive a strong reciprocity in the network. In addition, taking pleasure in helping is found to positively affect knowledge contribution, whereas perceiving usefulness is found to influence knowledge utilization. Contributions of this study and future research opportunities are also discussed.

      • KCI등재

        게임 관련 불법 소비행동의 억제요인 분석 : 불법이용자와 합법이용자 집단 간 비교를 중심으로

        이지수(Yi, Jisu),양성병(Yang, Sung-Byung),유창석(Yoo, Changsok) 한국소비문화학회 2021 소비문화연구 Vol.24 No.1

        오늘날 불법적인 게임 콘텐츠 복제로 인한 피해는 개인과 기업의 재산권 침해 수준을 넘어, 게임 산업 전체에 영향을 주는 수준에 이르렀다. 특히, 온라인상에서의 불법복제물 유통이 급증함에 따라, 게임 콘텐츠 저작권 침해 억제방안을 마련하는 것이 게임 산업의 중요한 이슈 중 하나로 자리 잡았다. 이에 본 연구에서는 게임 콘텐츠 저작권 침해 행동의 억제요인을 중심으로 게임이용자의 불법 소비행동 메커니즘을 밝히는 것을 주요 목적으로 하였다. 구체적으로, (1) 억제이론(Deterrence Theory)을 바탕으로 게임이용자가 인식하는 처벌의 두려움, 즉 게임불법소비에 대한 처벌의 엄격성과 처벌의 확실성을 주요 억제요인으로 도출하고, (2) 합리적 행동이론(Theory of Reasoned Action)을 기반으로 앞서 도출된 억제요인(처벌엄격성 및 처벌확실성)이 게임 불법소비에 대한 주관적 규범과 태도, 나아가 불법소비의도에 미치는 영향을 검증하였다. 특히, 본 연구에서는 (3) 불법이용자와 합법이용자 집단 간 비교분석을 통해 게임 불법소비 억제 메커니즘에 집단별 차이가 있는지를 검증하고자 하였다. 국내 게임이용자를 대상으로 수집한 828개의 설문 표본을 활용한 구조방정식모형 분석 결과, 처벌엄격성에 비해 처벌확실성이 게임 불법소비에 관한 주관적 규범과 태도에 더욱 큰 영향을 미치는 것을 확인하였다. 또한, 게임 불법소비를 억제하는 데에 있어 처벌엄격성은 불법이용자에게 더 큰 영향을 미치는 반면, 처벌확실성은 합법이용자에게 더 큰 영향을 미치는 것으로 나타났다. 흥미롭게도, 주관적 규범과 불법소비태도가 불법소비의도에 미치는 영향의 경우, 불법소비자는 주관적 규범이, 합법소비자는 불법소비태도가 더욱 큰 것으로 조사되었다. 본 연구의 결과는 게임 불법복제물 이용 근절을 위한 효과적인 교육 및 정책 방향을 제시하고, 합법이용자와 불법이용자를 대상으로 차별화된 커뮤니케이션 전략을 개발하는 데에도 기여할 수 있을 것으로 기대된다. Today, the damage caused by illegal game content consumption (i.e., game piracy) has reached the level that affects the entire game industry beyond the level of infringement of property rights for both individuals and companies. In particular, with the rapid increase in the distribution of illegal online contents in the game industry, it has become one of the important issues to develop measures to suppress the copyright infringement of game contents. Therefore, the main purpose of this study is to clarify the mechanism of illegal consumption behavior of game users, focusing on the deterrence factors of game piracy. More specifically, (1) based on deterrence theory (DT), punishment severity and punishment certainty for illegal game consumption, the fear of punishment perceived by game users, are identified as major deterrence factors; (2) drawing upon theory of reasoned action (TRA), the influences of these two deterrence factors on subjective norms, attitudes, and intentions towards illegal game consumption are investigated; and finally, (3) whether there is a difference between user groups (illegal vs. legal game users) in the suppressing mechanism of illegal game consumption is validated through a comparison analysis. As a result of the structural equation model (SEM) analysis using 828 samples collected from domestic game users, it was confirmed that punishment certainty has a greater influence on subjective norms and attitudes towards illegal game consumption than punishment severity. Moreover, it was found that punishment severity plays a more critical role in suppressing illegal game consumption for illegal users, while punishment certainty is a more important deterrence factor for legal users. Interestingly, concerning the effect of subjective norms and attitudes on intentions, it was found that, for illegal users, subjective norms have a greater impact on intentions, while attitudes are more impactful for legal users. The findings of the study would provide effective guidelines for education and policy-making to reduce illegal game consumption, and further contribute to the development of differentiated communication strategies for legal and illegal users, respectively.

      • KCI등재

        IT교육 서비스품질이 교육만족도, 현업적용의도 및 추천의도에 미치는 영향에 관한 연구

        강려은(Ryeo-Eun Kang),양성병(Sung-Byung Yang) 한국지능정보시스템학회 2017 지능정보연구 Vol.23 No.4

        The fourth industrial revolution represents a revolutionary change in the business environment and its ecosystem, which is a fusion of Information Technology (IT) and other industries. In line with these recent changes, the Ministry of Employment and Labor of South Korea announced ‘the Fourth Industrial Revolution Leader Training Program,’ which includes five key support areas such as (1) smart manufacturing, (2) Internet of Things (IoT), (3) big data including Artificial Intelligence (AI), (4) information security, and (5) bio innovation. Based on this program, we can get a glimpse of the South Korean government’s efforts and willingness to emit leading human resource with advanced IT knowledge in various fusion technology-related and newly emerging industries. On the other hand, in order to nurture excellent IT manpower in preparation for the fourth industrial revolution, the role of educational institutions capable of providing high quality IT education services is most of importance. However, these days, most IT educational institutions have had difficulties in providing customized IT education services that meet the needs of consumers (i.e., learners), without breaking away from the traditional framework of providing supplier-oriented education services. From previous studies, it has been found that the provision of customized education services centered on learners leads to high satisfaction of learners, and that higher satisfaction increases not only task performance and the possibility of business application but also learners’ recommendation intention. However, since research has not yet been conducted in a comprehensive way that consider both antecedent and consequent factors of the learner’s satisfaction, more empirical research on this is highly desirable. With the advent of the fourth industrial revolution, a rising interest in various convergence technologies utilizing information technology (IT) has brought with the growing realization of the important role played by IT-related education services. However, research on the role of IT education service quality in the context of IT education is relatively scarce in spite of the fact that research on general education service quality and satisfaction has been actively conducted in various contexts. In this study, therefore, the five dimensions of IT education service quality (i.e., tangibles, reliability, responsiveness, assurance, and empathy) are derived from the context of IT education, based on the SERVPERF model and related previous studies. In addition, the effects of these detailed IT education service quality factors on learners’ educational satisfaction and their work application/recommendation intentions are examined. Furthermore, the moderating roles of learner position (i.e., practitioner group vs. manager group) and participation motivation (i.e., voluntary participation vs. involuntary participation) in relationships between IT education service quality factors and learners’ educational satisfaction, work application intention, and recommendation intention are also investigated. In an analysis using the structural equation model (SEM) technique based on a questionnaire given to 203 participants of IT education programs in an ‘M’ IT educational institution in Seoul, South Korea, tangibles, reliability, and assurance were found to have a significant effect on educational satisfaction. This educational satisfaction was found to have a significant effect on both work application intention and recommendation intention. Moreover, it was discovered that learner position and participation motivation have a partial moderating impact on the relationship between IT education service quality factors and educational satisfaction. This study holds academic implications in that it is one of the first studies to apply the SERVPERF model (rather than the SERVQUAL model, which has been widely adopted by prior studies) is to demonstrate the influence of IT education

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