• Title/Summary/Keyword: <휴먼>

Search Result 861, Processing Time 0.022 seconds

Design of Human-Error Detect Filter (휴먼에러의 검출 필터 설계)

  • Kim, Hwan-Seong;Kim, Seung-Ho
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
    • /
    • 2009.10a
    • /
    • pp.121-123
    • /
    • 2009
  • In previous research results, human error can be detected by using observation theory which assumed with step human failures, thus the detector has a limit to detect the human failures. In this paper, we propose a human error detect filter for given human failures. Various kind of human failures can be modeled, and from these models, an argumented human failure model can constructed. By using the argumented human failure model, the human error detect filter can be designed.

  • PDF

Analysis of Factors Behind Human Error in Fatal Construction Accidents using the m-SHEL Model (m-SHEL 모델에 의한 건설 중대 사고재해의 휴먼에러 배후 요인 분석)

  • An, Sung-Hoon
    • Journal of the Korea Institute of Building Construction
    • /
    • v.22 no.4
    • /
    • pp.415-423
    • /
    • 2022
  • As human factors are the most important cause of construction accidents, it is important to reduce human error in construction work to reduce accidents. However, the error forcing context in organizational situations acts as a factor behind human error. Therefore, fatal construction accidents were analyzed using the m-SHEL model, which can identify the factors behind human errors. Through such analysis, it was found that there are differences in the detailed factors behind human errors according to the type of fatal accidents in construction, This study is meaningful in that it confirmed through accident cases that it is important to understand and respond to organizational situations in order to reduce human error in construction work.

Effect of Self-congruity with Hallyu Human Brand on Attachment and Brand Equity (한류 휴먼브랜드에 대한 자아일치성이 애착과 브랜드자산에 미치는 영향)

  • Eunhye Kim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.3
    • /
    • pp.537-550
    • /
    • 2023
  • This study investigates the impact of Hallyu human brands on consumer behavior, given the increasing influence of Hallyu human brands due to their global spread and the limited academic discussions surrounding this topic. The research examines the role of self-congruity, human brand attachment, and brand equity factors. An online survey was conducted, targeting Chinese consumers who are highly engaged with the Korean Wave. Data from 403 respondents were analyzed. The results reveal that both ideal and actual self-congruity with the Hallyu human brand significantly affected attachment to the brand, while social self-congruity was found to be insignificant. Furthermore, attachment to Hallyu human brands positively influenced brand recognition, perceived quality, brand image, and brand loyalty.

Trends and Future Directions on Extended Reality based Human Digital Augmentation Technology (확장현실 기반 휴먼 디지털 증강 기술 동향과 발전방향)

  • Shin, Choonsung;Lee, Youngho;Yoon, Hyoseok
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.25 no.5
    • /
    • pp.59-71
    • /
    • 2020
  • With the advent of the 4th industrial revolution, technologies for improving human ability are being developed. In particular, human augmentation is developing in the form of not only detecting the ability to understand internal and external conditions of humans, but also detects one's deficiencies and enhances their abilities. With the explosive growth and proliferation of extended reality, human augmentation technology has the potential to be utilized in various aspects of our lives. To analyze recent human augmentation technology in forms of digital enhancements, this paper examines the history and concept of human augmentation, which began with the trans-humanism. Furthermore, we identify core characteristics of human augmentation as user state quantification, cognitive ability measurement and analysis. Then we present how these characteristics should be used in extended reality based human digital augmentation for enhancing cognitive abilities. Lastly, we discuss future directions on feasible applications and development direction of digital human augmentation.

휴먼에러의 선행요인에 관한 탐색적 연구: 기관사와 관제사의 사회심리변인 상관관계분석

  • Sin, Taek-Hyeon;Kim, Jung-Gon;No, Chun-Ho;Gu, Seung-Hwan
    • Proceedings of the Safety Management and Science Conference
    • /
    • 2013.11a
    • /
    • pp.321-327
    • /
    • 2013
  • 기관사와 관제사는 일상적 교번근무의 제도적 틀과 사고 및 장애발생의 가능성을 늘 염려하면서 주어진 과업을 수행해나가고 있다. 최근 철도분야의 휴먼에러에 대한 사회적 관심이 높아지면서 휴먼에러 유발의 원인과 해소방안에 대한 연구관심도 더불어 증대되고 있다. 그 동안 기관사를 대상으로 한 연구가 주류를 이루고 있는 가운데 관제사에 대한 접근은 거의 이루어지지 않았다. 그러나 관제사 또한 안전업무종사자의 일원으로 이들의 과업수행은 휴먼에러와 깊은 관련성이 있다. 따라서 본 연구는 안전업무종사자인 기관사와 관제사의 휴먼에러 및 그 선행요인과 후행요인을 탐색적으로 밝히되 사회심리변인들의 상관관계분석 결과를 토대로 두 직종을 비교관점에서 접근함으로써 좀 더 의미있는 결과를 도출하는데 주력했다.

  • PDF

영상과 비디오로부터의 3차원 휴먼 자세 및 형상 복원 기술

  • ;Jeon, Seong-Ho;Jang, Ju-Yong;Park, In-Gyu
    • Broadcasting and Media Magazine
    • /
    • v.26 no.3
    • /
    • pp.59-70
    • /
    • 2021
  • 미래의 메타버스 환경에서 3차원 가상 휴먼 표현은 매우 중요한 기술이며 영상 또는 비디오로부터 3차원 가상 휴먼 모델링이 핵심 기술이다. 본 기고문은 이 분야에 대한 충분한 사전 지식의 제공을 목표로 한다. 휴먼 복원 문제를 다루는 연구가 늘어남에 따라, 본 기고문에서 우리는 단일 영상 혹은 비디오로부터의 3차원 휴먼 복원 연구들에 대해 조사하고 그 결과를 다음과 같이 체계적으로 제시한다. 첫째, 3차원 휴먼 복원에 대한 배경 개념을 정의한다. 둘째, 제안된 분류법, 기여도, 정량적 결과에 따라 기존의 방법들을 상세하게 분석한다. 셋째, 관련 데이터셋 및 정성적 결과를 요약하여 연구자들이 이를 쉽게 활용할 수 있도록 한다. 마지막으로, 우리는 각 연구들을 분석하여 해당 방법들의 장점과 약점을 제시한다.

Ontario Hydro사 원전에서의 휴먼$\cdot$퍼포먼스

  • 한국원자력산업회의
    • Nuclear industry
    • /
    • v.7 no.12 s.58
    • /
    • pp.52-58
    • /
    • 1987
  • 카나다의 온타리오$\cdot$하이드로사는 휴먼$\cdot$퍼포먼스에 대하여 항상 관심을 가져왔다. 휴먼$\cdot$퍼포먼스 평가방법중 하나가 SER시스템이고, 가장 최신기법이 HPES이다. 온타리오$\cdot$하이드로사는 이 HPES를 채택함으로써 원전의 작업환경을 개선하여 왔다.

  • PDF

A Study on the High School Library-Assisted Instruction Using Human Library: Case of S Girls' High School Library in Seoul (휴먼 라이브러리를 활용한 고등학교 도서관의 협력수업 사례에 관한 연구 - 서울 S여자고등학교 도서관을 중심으로 -)

  • Cho, Miah
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.54 no.4
    • /
    • pp.5-26
    • /
    • 2020
  • This study sought to propose desirable education direction for library-assisted instruction that uses human library in school library. For this purpose, this paper conducted a case study on the classes that use human library run by the library of S Girls' High School in Seoul. The main study results are summarized below. First, S Girls' High School Library implemented five human library programs in 2019, including improvement of perception on multi-culture, menstruation rights for all, generation-connecting MEMORO project, pregnancy and delivery, and improvement of perception on the disabled. Second, the students replied that they could imagine and immerse while listening to Human Book's story and that it was good to be able to ask questions if they had any. They said that those who acted as Human Book gave realistic advice, which was meaningful giving them a lot to learn. Some students replied that their previously negative perception turned positive.

Types of Gameplay Mechanics in Human Computation Games (휴먼 컴퓨테이션 게임의 플레이 메카닉 유형 연구)

  • Jung, Jae-Eun;Nam, Yang-Hee
    • Journal of Korea Game Society
    • /
    • v.15 no.6
    • /
    • pp.157-170
    • /
    • 2015
  • A Human Computation Game(HCG) is designed to solve difficult problems that cannot be dealt with computers with a large number of individuals' voluntary participations. Most existing relative studies focus on building more efficient system for problem solving, or the individual cases on the development of certain HCGs. However, a game is fully completed by the players who play it. Therefore, additional research is needed to annalize the ludic elements of HCGs, which induce people to play them voluntarily. We studied the purposes, tasks, and the game mechanics of 31 HCGs, then suggested how to design more enjoyable HCGs.

An Analysis of Posthuman Characters in Digital Games (디지털 게임에 나타난 포스트휴먼 캐릭터 분석)

  • Seo, Jane;Han, Hye-Won
    • Journal of Korea Game Society
    • /
    • v.21 no.1
    • /
    • pp.125-138
    • /
    • 2021
  • This paper analyzed the body images of the posthuman characters in digital games and the nomadic subjects formed through gameplay. Nomadic Subject is the subject with a complex and non-single identity that appears as a posthuman identity. The player experiences posthuman subject directly in the process of controlling characters. Body images of posthuman characters are categorized into three types that imitate idealized bodies, deform the bodies through articulation, and extend the bodies through equipment. The player builds ethical identity by making choices under the constraints of the game.