• Title/Summary/Keyword: 근로 선호

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Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

Survey of Manager's Perception of Slaughter House for Poultry Grading (닭고기 품질등급제에 대한 도계장 관리자 설문 조사)

  • Chae H. S.;Yoo Y. M.;Ahn C. N.;Ham J. S.;Jeong S. G.;Lee J. M.;Choi Y. I.
    • Korean Journal of Poultry Science
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    • v.32 no.2
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    • pp.107-112
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    • 2005
  • This study was conducted to establish a comprehensive grading guideline for poultry. Guidelines for sampling size and grading were determined on the basis of survey data obtained from chicken processing house. Results were summarized as follows : For application unit, most chicken processing house preferred lot unit to farm unit. Most processing house did not want the total survey method, but selection sampling. At the beginning of the grading system, chicken processing house wanted to apply the system to a particular lots for which the company requests. There were much suggestions for grading not only portion meat, but also whole chicken. Bigger processing house preferred no. $8\~12$ to be graded. Most of large-scale processing houses used more than 81 volts for stunning and cooling tanks by soaking. For shipping chicken, Large-scale processing houses used both individual and box packing while small ones only used box packing.

The Survey of Construction Workers' Preference for Introducing the Emotional Safety in School Facility Construction - Focused on Emotional Safety Sensor and Emotional Facilities - (학교건축공사에 감성안전도입을 위한 근로자 선호도 조사 -감성안전센서와 감성안전 시설물 중심으로-)

  • Kim, Gwang-Hee
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.10 no.1
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    • pp.26-33
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    • 2011
  • The deaths caused by industrial accidents during the construction of the mortality rate is considerably higher than in other industries. To prevent such a disaster workers and to minimize unsafe behavior measures to be drawn, and construction companies recently to stimulate the emotions of the workers to participate in voluntary activities are safe. In this study, the construction workers can stimulate emotions and activities on the environment by examining the preferences of the workers on-site management will want to take advantage. This study revealed that the construction workers prefer the incentive most and then working environment.

Female Workers' Uniform Preference of the Fiber Firms (섬유업체 근로여성의 작업복 실태 및 선호연구)

  • 이옥희
    • Journal of the Korean Home Economics Association
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    • v.35 no.4
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    • pp.185-198
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    • 1997
  • This study was initiated to research on the uniform preference uniform satisfaction and wearing of female workers' uniform of the fiber firms. Data was obtained from 361 female workers of the fiber firms in Chon Buk. And it was analyzed by frequency percent mean duncan's multiple test. The results of this study were as follows; 1) Pocket sleeve and front hem were parts of the damage. The weaving workers were mostly wore upper and under garments but most of there workers were only wore an upper garment on the basic type of uniform The older and married were small in the fitness of uniform the armhole sleeve girth sleeve length and breast girth were unfitted 2) Workers was dissatisfied to the noise and the dust in working environment. Uniform satisfaction of workers were mostly low design color and fabric were the lowest factors of uniform satisfaction. The satisfaction of material were also low the lowest factors were absorptiveness elasticity breathability. Workers wanted the fashion and light colored uniform but they prefered function activity to work and manageability on wearing rather than externals among the uniform preference.

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Review the concept of 'Jeongwon(靜穩)' on the view point of soundscape (사운드스케이프 관점에서의 '정온(靜穩)'의 의미 고찰)

  • Jang, Gil-Soo;Baek, Gun-Jong;Park, Sa-Keun;Shin, Hoon
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2007.05a
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    • pp.507-510
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    • 2007
  • 본 연구의 목적은 소음진동규제법을 비롯한 각종 소음진동관련 규정의 목적이나 정책의 목표에 기술된 '정온'의 의미를 명확히 하는 것이다. 이를 위해 먼저 사운드스케이프 사상에서 나타난 소음의 개념과 쾌적성을 고찰하고, 관련 연구자의 '정온'에 대한 정의를 검토하였다. 그 결과 '정온'은 조용함으로서 양호한 음환경 조성의 기본 요건이지만, 그것만이 절대적 의미의 정온이 아니며 high acoustic quality의 관점에서 사람들이 선호하는 소리가 포함되고 원하지 않은 소리를 마스킹할 수 있는 유쾌한 환경까지를 포함한 상대적 의미가 되어야 함을 알 수 있었다.

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A Study of Industrial Complex Worker's Housing Preference (산업단지 내 근로자의 주거 선호도 연구 - 반월시화 산업단지를 중심으로 -)

  • Seong, Sang-Jun;Ha, Gweon-Chan
    • Journal of The Korean Digital Architecture Interior Association
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    • v.11 no.3
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    • pp.17-25
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    • 2011
  • The purpose of this study is basic research for demand forecasting of residence which will form in the new industrial complex. Our industrial complexes are important base of National economic development until 90's. But The industry complexes which confront facility which is old, Maintenance negligence and change of industrial system must change new shape from existing function of industrial complexes. The results of this study are that the present housing using condition are different at ages and Using intentions of staff facility are negative generally. These means that When starting the structure hightening, the utility system provision and public information of residence facilities in industral complex are necessary for workers. So, The key points of industry complex structure hightening are that the accurate recognition about demand and the development of financial support policy for young Income low-end workers do to make advance efficiently.

A Study on Office Workers' Preference for Spatial Characteristics of Home Office (재택근무 희망 근로자의 재택 근무 공간 특성에 대한 선호 연구)

  • 신화경
    • Journal of the Korean housing association
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    • v.12 no.2
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    • pp.87-95
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    • 2001
  • The number of people working in their own home has been increasing, and this will change the form of house. Therefore, it is necessary to plan the new house for the people working at home, and to offer business related working area. This study was designed to know the office workers preference for spatial characteristics of home office. Data were collected through a questionnaire survey. The subject were 257 office workers living in Seoul area. Frequency, percentage, and MM2 : $\textrm{X}^2$-test were used. The results showed that the place for home-office should be located independently inside house. The desirable size for the home-office might be 3-4 pyung. If the place for home-office share with other places, livingroom of bedroom, it is necessary to develop furniture and partition matching with residential furniture and atmosphere. Office workers prefer U-shaped workstation and coner-shaped workstation.

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The Characteristics of Exhaust Gas in Diesel Engine by Corona Discharge-EGR System (코로나 방전-EGR 조합시스템에 의한 디젤기관의 배기 가스 특성)

  • Ha, H.J.;Park, J.Y.;Jung, J.G.;Kim, S.H.;Koh, H.S.;Bae, M.H.
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2003.07b
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    • pp.1115-1118
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    • 2003
  • A great part of flint fuel is Hydrogen and carbon's combination. they should be generated steam and carbon gas when combine with oxygen for perfect combustion in the inside of engine, but the pollutive material especially NOx and Soot are exhausted, even though fuel is combine perfectly. In this paper the characteristics of exhaust material from diesel engine is investigated for the corona discharge-EGR hybrid plasma reactor, which combined corona discharge with EGR system. NOx is decreased in all load and applied voltage to plasma reactor. However Soot is increased as increasing EGR rate and it is decreased as increasing applied voltage.

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Strategical matching algorithm for 3-D object recoginition (3차원 물체 인식을 위한 전략적 매칭 알고리듬)

  • 이상근;이선호;송호근;최종수
    • Journal of the Korean Institute of Telematics and Electronics C
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    • v.35C no.1
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    • pp.55-63
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    • 1998
  • This paper presents a new maching algorithm by Hopfield Neural Network for 3-D object recognition. In the proposed method, a model object is represented by a set of polygons in a single coordinate. And each polygon is described by a set of features; feature attributes. In case of 3-D object recognition, the scale and poses of the object are important factors. So we propose a strategy for 3-D object recognition independently to its scale and poses. In this strategy, the respective features of the input or the model objects are changed to the startegical constants when they are compared with one another. Finally, we show that the proposed method has a robustness through the results of experiments which included the classification of the input objects and the matching sequence to its 3-D rotation and scale.

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Response Surface Approximation for Fatigue Life Prediction and Its Application to Compromise Decision Support Problem (피로수명예측을 위한 반응표면근사화와 절충의사결정문제의 응용)

  • Baek, Seok-Heum;Cho, Seok-Swoo;Jang, Deuk-Yul;Joo, Won-Sik
    • Proceedings of the KSME Conference
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    • 2008.11a
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    • pp.1187-1192
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    • 2008
  • In this paper, a versatile multi-objective optimization concept for fatigue life prediction is introduced. Multi-objective decision making in engineering design refers to obtaining a preferred optimal solution in the context of conflicting design objectives. Compromise decision support problems are used to model engineering decisions involving multiple trade-offs. These methods typically rely on a summation of weighted attributes to accomplish trade-offs among competing objectives. This paper gives an interpretation of the decision parameters as governing both the relative importance of the attributes and the degree of compensation between them. The approach utilizes a response surface model, the compromise decision support problem, which is a multi-objective formulation based on goal programming. Examples illustrate the concepts and demonstrate their applicability.

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