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In the management literature, it has been widely accepted among both researchers and practitioners that the level of team creativity is significantly related to the organizational performance. Besides, researchers posited with confidence that team diversity and task difficulty would affect team creativity through team members" activities of exploration and exploitation. However, empirical approaches to proving this belief suffered from lack of real data and proper methods as well. To tackle the research void like this, we propose a multi-agent simulation (MAS) mechanism. By adopting a set of parameters which validity were proven in the related literature, we conducted a series of experiments in the environment of the MAS platform named NetLogo. There sults suggest that managers can differentiate team diversity strategies according to task difficulty. In the case of a difficult task, managers need to increase team diversity so that their teams can maximize team creativity through rigorous exploration and exploitation. It is desirable to maintain an average level of team diversity when performing an easy task.
With the development of information technology, social network services (SNS) such as Facebook and Twitter became popular and many users disclose their personal and sensitive information like private story, photographs and location information through posting and sharing. Despite the privacy concerns in SNSs, individuals continue to disclose their identity online. This phenomenon is called 'privacy paradox'. The purpose of this study is to examine the role of collective efficacy on self-disclosure in SNS context and to explain privacy paradox phenomenon. Drawing upon the communication privacy management theory, research model was developed and empirically tested with cross-sectional data from 306 individuals. Results revealed that collective efficacy has a direct positive effect on self-disclosure while privacy risk is negatively related to self-disclosure. However, privacy concern is not directly related to self-disclosure. The relationship between privacy concern and self-disclosure was moderated by collective efficacy.
Purpose As social network games (SNG) enjoy rapid growth in the market and become a major sector of the gaming industry, it is of great interest to examine the how users continuously use SNG. In SNG, the users’ social interaction is the most prominent advantage of the social network, as well as the entertainment afforded by the game. This study explores the relationship between altruism, which is considered the most prominent characteristic of SNS, and the continuance usage intention, as well as the moderating role of social capital. Based on social capital theory and organizational citizenship behavior, this research model considers social bonding and bridging that are divided by social capital. Design/methodology/approach An AMOS analysis based on survey data from 223 SNG users indicated that SNG with greater altruism enhance social capital (social bonding, social bridging), which is related to the user’s satisfaction and the continuance intention of SNG. Findings Social bonding is positively related to the user’s satisfaction with SNG. In other words, social bridging positively affects the continuous usage intention of SNG. These findings help managers in developing and implementing altruistic relationships and social capital for continuous usage of SNG.
식스시그마 프로젝트 수행시 문제 해결에 요구되는 적합한 지식의 창출 여부는 프로젝트의 성공에 영향을 미치는 매우 중요한 요인이다. 따라서 본 연구에서는 식스시그마 프로젝트에서 지식 창출에 영향을 미치는 요인들간의 관계에 대해 살펴보고, 보다 효과적인 지식창출 방안을 제시하고자 한다. 이를 위해 설문을 통해 자료를 수집하였으며 총 201개 표본에 대한 분석을 통하여, 첫째, 팀원들의 학습행위 및 심리적 안전이 지식창출에 미치는 영향을 살펴보고, 둘째, 식스시그마 프로젝트의 구조화된 방법론 (DMAIC 혹은 DFSS)이 이들 간의 관계에 어떤 영향을 미치는지 알아보았다. 연구결과, 연구결과 팀원들의 심리적안전 및 학습행위가 지식창출에 미치는 영향은 식스시그마 프로젝트에 적용된 구조화된 방법의 수준에 따라 다르게 나타났다. 즉, 구조화된 방법론의 적용수준이 높을 때 심리적안전이 지식창출에 미치는 효과가 긍정적이었으며, 학습행위가 지식창출에 미치는 영향은 구조화된 방법론 적용수준이 낮을 때 더 크게 나타났다.
This study attempts to investigate the effect of team diversity on individual creativity and team members’ creative activities such as exploration and exploitation. We have garnered 40 team data from 249 respondents who have been participating in the team learning activities during semester in a private university. They were asked by instructor to show their creativity, and exploration and exploitation activities. The 40 teams were made up of team diversity factors such as study hour and leisure activity. We used a multilevel analysis to analyze the effects of team diversity factors on team member’s creativity, and exploration and exploitation. Results showed that in general, team diversity factors like study hour and leisure activities have significant effects on the individual creativity, and exploration and exploitation. Practical implications represent that teams need to be organized considering the team diversity factors in order to improve team member’s creativity, and their exploration and exploitation activities.
This research tries to identify the roles of the technology management capability(TMC) in the change of the external business environment for SMEs. We applied the Agent-Based Modeling(ABM) methodology to simulate the interactions among agents in the given environment situations. Two market conditions (i.e., recession and economic prosperity) and 3 competitive intensities have been multiplied to set the environmental situations; and stock level and TMC of individual firms have been considered as the key successes factors to influence the firm performance. The results emphasize the importance of TMC in the recession caused by the external business environment. Except for the situation of the boom of market with modest competitiveness, importance of TMC has been underscored consistently. We suggest that future studies with ABM with more variables and environmental factors would be beneficial to support the decision makers in SMEs.
Creative performance has been regarded as the key to the success of an organization in recent years, and is considered essential for the survival of an organization. Organizations must find and develop creative solutions to deal with a variety of business issues. How can organizations become more creative? To develop creativity, organizations must make it easier to connect the knowledge and perspectives of its various members, who may be scattered around the world, by developing a virtual team. Drawing from the transactive memory systems (TMS), which include expertise location, credibility, and coordination, this study investigates how the positive affect of team members influences the development of creative performance during virtual collaboration where face-to-face team activities are limited. The proposed structured model was empirically tested with cross-sectional data from 322 individuals. Results indicated that the positive affect of team members was found to moderate the relationship between TMS and creativity. Through this study, we expect to provide an understanding of the mechanisms involved in developing creativity among team members in a virtual work environment.
모바일, Web 3.0시대를 맞이한 국내 정보통신기술(ICT; Information Communication Technology) 기업들은 급변하는 경영환경 속에서 기업의 생존과 발전을 위하여 창의성경영 및 지식경영을 실행하고 있다. 창의성에 대한 많은 연구가 진행되어왔지만 국내 ICT기업이 처한 직무에 대한 스트레스 및 직무소진, 구성원들이 갖는 신뢰와 지식공유, 개인 창의성을 종합적으로 분석한 실증 연구는 부족한 실정이다. 이에 본 연구에서는 (1)직무스트레스가 직무소진에 미치는 영향과 (2)직무소진, 조직신뢰, 구성원신뢰가 지식공유에 미치는 영향, (3)조직신뢰, 구성원신뢰, 지식공유가 개인 창의성에 미치는 영향, (4)직무스트레스가 지식공유와 개인 창의성간의 관계에 미치는 조절효과를 분석하고자 하였다. 이를 위하여 국내 ICT기업에 종사하는 구성원들에게 설문을 배포한 후 332개의 데이터에 대하여 PLS분석을 실시하였다. 분석결과는 가설1부터 가설8까지 모든 가설이 유의하게 지지되었으며, 마지막으로 결론부문에 시사점 및 연구의 한계에 대하여 기술하였다.