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        인재채용 기능성 게임 개발에 관한 연구

        전중양(Jeon, JoongYang) 한국게임학회 2012 한국게임학회 논문지 Vol.12 No.6

        글로벌 환경 속에서 기업의 경쟁력을 갖는 요인으로는 우수한 인재를 확보하는 것이 매우 중요하다. 특히, 과거의 제조 산업이 발달했던 시기와는 달리 지식서비스 산업이 발달한 오늘날에는 우수인재의 확보가 기업의 성공과 실패를 결정하는 매우 중요한 요소가 되고 있다. 이에 따라, 기업은 인재채용에 많은 돈을 투자하고 있으며 인재의 훈련, 관리, 평가 등 전주기적인 측면에서 체계적으로 인재를 관리하고 있다. 본 연구는 '인재채용 기능성 게임' 개발에 관한 연구로 기업에서 필요로 하는 인재선발과 관련한 미션을 일정기간동안 수행 후 정량, 정성적 평가를 통해 실제 면접과 취업의 기회가 주어지는 독특한 특징을 갖는 게임을 제안한다. In the middle of global circumstance, having superior workmanship becomes very important factor to be competitive company. Especially, manufacturing development transferred to industry of knowledge service in these days, having superior workmanship is very important factor to determine company's success or failure. Because of this reason, company invests lots of money in recruiting and manages employees in the aspect of total period, such as workmanship training, management and assessment. This study research about development of 'Recruiting Serious Games' and suggests game that makes company conduct recruiting mission for some period and gives practical interview and chance of work through quantitative and qualitative assessment.

      • KCI등재

        대,중소기업간 협력을 통한 신제품개발성과 제고방안: 구매조건부신제품개발사업을 중심으로

        전중양 ( Joong Yang Jeon ),정선양 ( Sun Yang Chung ) 한국생산성학회 2013 生産性論集 Vol.27 No.4

        In this study, the influencing relationships of collaborative activities between large enterprises and SMEs to the performances of new product development by SMEs are identified based on the cases which focused on SMEs that had executed new product development projects with conditional purchase options. In the literature review, open innovation theory is particularly examined to strengthen the importance of technological innovation of SMEs and their internal and external innovation capabilities. In this study, the reasons why the new product development is not connected to sales in spite of high success rate of new product development projects by SMEs were comprehensively identified by evaluating performance, breach of contract purchase agreement conditions, market uncertainty, insufficient support of testing equipments and security leaks of SMEs. And therefore, these results imply that the efforts of participating companies in the projects (large enterprises and SMEs) and the efficient policy plans could make the optimal win-win ecosystem which leads to strengthening the collaboration performances between large firms and SMEs.

      • KCI등재

        대기업과 중소기업의 R&D 협력에 관한 사례연구

        전중양(Joong Yang Jeon),정선양(Sunyang Chung) 한국경영학회 2014 Korea Business Review Vol.18 No.3

        본 연구는 우리나라 중소기업의 중요성을 인식하고 R&D 역량을 강화시키기 위한 방안으로 대기업과의 R&D 협력의 여러 방법에 대해 사례연구를 진행하였다. 특히, 우리나라의 대·중소기업간 R&D 협력의 대표적인 사례라고 볼 수 있는 구매조건부신제품개발사업의 사례를 분석하여 대·중소기업간 R&D 협력에서의 성공요인과 보완요소에 대해 심층적으로 분석하였다. 사례분석방법에는 공통요인을 도출하기 위해 설문조사방법과 인터뷰를 진행하였다. 대·중소기업간 R&D 협력의 범위는 산-학-연과의 중소기업 협력을 모두 포함하였으며, 공공기관-중소기업, 대학- 중소기업, 대기업-중소기업의 3가지 유형에서 나타나는 이슈를 중점적으로 인터뷰하였다. 그동안 선진연구에서 많이 다루어져 왔던CEO의 의지 및 연구원의 참여, 신제품개발관리, 협력네트워크 활용, 지식흡수, 인력유출 및 보안, 협력애로요인에 심층 분석하여 대·중소기업간 R&D 협력에서의 중요한 요인을 검토하였으며, 대·중소기업간 R&D 협력 문제 개선요인으로는 정부차원 15건, 대기업차원 10건, 중소기업차원 5건으로 정책의 개선사항이 많은 비중을 차지하였다. 사례연구의 교육적 함의로 첫째, 대기업과 중소기업의 장점과 단점을 분석하여 협력을 통해 시너지를 낼 수 있는 방안과 대기업과 중소기업의 협력 성과를 높이고 협력관계를 개선할 수 있는 정책적 개선 방안을 제시하였고 둘째, 대·중소기업간 R&D협력을 효과적으로 추진하기 위한 정책적인 개선방안 및 주요요인으로 CEO의 의지, 공동의 목표의식, 외부네트워크의 활용, 전담인력 배치, 지리적인 인접성, 정보보호관리 등이 주요한 요인으로 작용하였다. In this paper herein, we have conducted a series of case studies concerning a number of methods on R&D cooperation between large-sized firms and small & medium-sized firms for a measure to recognize the importance of South Korea`s small and medium-sized firms and reinforce their R&D capability. In particular, in-depth analyses were conducted on the success factors and complementary factors in R&D capability between large-sized firms and small & medium-sized firms by analyzing cases of new product development with conditional purchase option that can be a signature case of R&D capability between large sized-firms and small & medium sized-firms in South Korea. In this paper, we also conducted questionnaire analysis and interviews. The R&D cooperation between large-sized firms and small & medium-sized firms includes all kinds of cooperations between large-sized firms and small and medium-sized firms among industry- academies-research. The interview for this study was conducted and focused on the 3 following types: public institutions and small & medium-sized firms, university and small & medium-sized firms, and large-sized firms and small & medium-sized firms. We identify some policy implications, First, we suggest the policy measures that can create synergy through cooperation by analyzing merits and demerits of large-sized and small & medium-sized firms. Second, we suggest some measures that can enhance the cooperation performance of large-sized and small & medium-sized firms and improve the cooperation relationships between them. Third, we suggest additional policy measures that can effectively promote R&D cooperation, CEOs` intentions, common goal awareness, outside network application, designated personnel placement, geological adjacency, and information protection management.

      • KCI등재

        소셜 네트워크 게임(SNG) 이용자의 애착 요인이 몰입과 중독을 통해 지속이용의도에 미치는 영향

        김태영,전중양,권두순,박동철 (사)디지털산업정보학회 2022 디지털산업정보학회논문지 Vol.18 No.1

        Among Korea's content industries, the game industry is growing in size to the extent that it can be said to be a representative export-benefiting industry. Accordingly, many users are immersed in the game, and furthermore, they are addicted. This study aims to derive factors for social game users to continue to use by identifying the factors of domestic social network game users' attachment to social network games and empirically studying the causal relationship between these factors and the intention to continue to use them through immersion and addiction. To this end, a research model was presented that applies the main variables of the attachment theory of social network game users to games. The research model of this study surveyed general college students at S University in Seoul who tended to use social network games. As a result of the study, first, it was found that perceived stability had a significant effect on immersion and addiction. Second, it was found that perceived avoidance had a significant effect on immersion and did not have a significant effect on addiction. Third, perceived anxiety was found to have a significant effect on immersion, and it was found that it did not significantly affect addiction. Fourth, it was found that immersion did not significantly affect addiction, and it was found that it had a significant effect on continuous use intention. Fifth, addiction was found to have a significant effect on the intention to continue use. Through this, social network game users' attachment to games can provide useful implications for social network game companies to become attached to existing consumers, spreading social network game users, and improving the possibility of continuous use.

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