• Title/Summary/Keyword: 몰입자

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The Relationship Between Flexible Work Arrangements and Work-Life Balance - With a Focus on Working From Home During the COVID-19 Pandemic (유연근무제와 근로자의 일·생활균형 - 코로나19 이후 재택근로 확산의 영향을 중심으로)

  • Son, Yeon Jeong
    • Journal of Family Resource Management and Policy Review
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    • v.26 no.2
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    • pp.37-51
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    • 2022
  • This study examines the relationship between flexible work and workers' work-life balance using data from the 23rd Korean Labor and Income Panel Study, with a focus on the impact of working from home (WFH) during the COVID-19 pandemic. As a result of the analysis, WFH was found to have a positive effect on the happiness of workers, satisfaction with family relationships, job satisfaction, organizational commitment, and job satisfaction related to job security for women. In addition, we looked at the changes in time use of WFH workers and non-WFH workers before and after COVID-19, with a particular focus on aspects such as time spent sleeping and on self-development, childcare, housework, exercise, and social gatherings. Compared to non-WFH workers, WFH workers increased the time spent on housework and childcare after COVID-19, with this trend more pronounced among women. The results of this study suggest that the effect of utilizing WFH may be halved for workers who have to take care of children and work at the same time, and that this effect may be greater for women. Therefore, it is necessary to strengthen social support measures so that WFH workers who face a work-life conflict due to childcare can maintain work productivity and realize a work-life balance, and to ensure that the flexible work arrangement should not be a medium that reinforces traditional gender roles. Active policy efforts will be required to make sure this happens.

The Effect of Manager's Leadership Perceived by the Person in Charge of Cultural Arts Education on Job attitude and Performance (장애인복지관 문화예술교육 담당자가 인식하는 관리자의 리더십이 직무태도 및 운영성과에 미치는 영향)

  • Kim, Doo Young
    • 재활복지
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    • v.22 no.3
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    • pp.93-114
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    • 2018
  • The purpose of this study is to investigate the effect of manager's leadership perceived by the person in charge of cultural arts education of the welfare centers for people with disabilities on the job attitude and performance of the work. For the study, the questionnaire response data of 188 persons responsible for arts and culture education of the welfare centers for people with disabilities were analyzed. The main results of the study are as follows. As a result of analyzing the effect of manager 's leadership on the job attitude, it was found that conditional reward, which is a sub - factor of transformational leadership, intellectual stimulation and transactional leadership, And the exceptional management, which is a subordinate factor of intellectual stimulation and transactional leadership, has a positive effect on organizational commitment. Second, the analysis of the influence of the manager 's leadership perceived by the person in charge of cultural arts education of the welfare centers for people with disabilities on the operational performance showed that the intellectual stimulation, which is a sub - factor of transformational leadership, had a positive effect on the service quality. Therefore, managers should propose specific standards on objectives which organizations should accomplish in order to enhance job attitude and operational performance shown by workers in charge of edudation on cultural art at welfare center for the people with disabilities. If these objectives are accomplished, they need to be encouraged by suggesting financial rewards. In addtion, leadership that spurs constant efforts for addressing problems should be demonstrated.

A Study on the Creation of Digital Self-portrait with Intertextuality (상호텍스트성을 활용한 디지털 자화상 창작)

  • Lim, Sooyeon
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.427-434
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    • 2022
  • The purpose of this study is to create a self-portrait that provides an immersive experience that immerses the viewer into the problem of self-awareness. We propose a method to implement an interactive self-portrait by using audio and image information obtained from viewers. The viewer's voice information is converted into text and visualized. In this case, the viewer's face image is used as pixel information composing the text. Text is the result of a mixture of one's own emotions, imaginations, and intentions based on personal experiences and memories. People have different interpretations of certain texts in different ways.The proposed digital self-portrait not only reproduces the viewer's self-consciousness in the inner aspect by utilizing the intertextuality of the text, but also expands the meanings inherent in the text. Intertextuality in a broad sense refers to the totality of all knowledge that occurs between text and text, and between subject and subject. Therefore, the self-portrait expressed in text expands and derives various relationships between the viewer and the text, the viewer and the viewer, and the text and the text. In addition, this study shows that the proposed self-portrait can confirm the formativeness of text and re-create spatial and temporality in the external aspect. This dynamic self-portrait reflects the interests of viewers in real time, and has the characteristic of being updated and created.

A Study on Trust and Commitment between Buyer and Supplier of Industrial Parts, and Their Usage of Information Technology (산업재 부품 구매자와 공급자의 신뢰와 몰입, 그리고 정보기술의 이용에 관한 연구)

  • Kim, Jong-Hun;Yun, Hui-Taek
    • Proceedings of the Korean DIstribution Association Conference
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    • 2006.08a
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    • pp.47-68
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    • 2006
  • This study aims to determine the association structure of the behavioral relationship variables, such as trust, commitment, cooperation, communication and coercive power, in the relationship between the buyers and suppliers of industrial parts. It also investigates the impact of the use of IT technologies on the relationships quality. Data was collected from 216 part suppliers of machinery, electronics and automobiles located in Incheon. Data supported all of the proposed hypotheses. First, it was confirmed that parts suppliers' trust in buyers leads to the commitment into relationships with buyers. Second, cooperation and communication showed a positive influence on parts suppliers' trust in buyers, and coercive power gave a negative influence on trust. Third, the use of IT technologies like Internet and E-Mail between parts suppliers and buyers was verified to have generally a positive influence on the quality of relationships. At the same time, cooperation and communication were confirmed to have a positive influence on each other, and cooperation and coercive power as well as communication and coercive power were confirmed to have negative influence on each other. This study is a pioneering attempt to examine the relationships between suppliers and buyers of industrial parts, and the influence IT technologies on the relationship quality. Also, the findings will be practically much helpful to find how to reinforce the relationships between parts suppliers and buyers.

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Research about CAVE Practical Use Way Through Culture Content's Restoration Process that Utilize CAVE (가상현실시스템(CAVE)을 활용한 문화 Content의 복원 과정을 통한 CAVE활용 방안에 대한 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Hur, Yung-Ju
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.11-20
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    • 2004
  • Virtual reality that we have seen from the movies in 80's and 90's is hawing near based on the rapid progress of science together with a computer technology. Various virtual reality system developments (such as VRML, HMD FishTank, Wall Type, CAVE Type, and so on) and the advancement of those systems make for the embodiment of virtual reality that gives more sense of the real. Virtual reality is so immersive that makes people feel like they are in that environment and enable them to manipulate without experiencing the environment at first hand that is hard to experience in reality. Virtual reality can be applied to the spheres, such as education, high-level programming, remote control, surface exploration of the remote satellite, analysis of exploration data, scientific visualization, and so on. For some connote examples, there are training of a tank and an aeroplane operation, fumiture layout design, surgical operation practice, game, and so on. In these virtual reality systems, the actual operation of the human participant and virtual workspace are connected each other to the hardware that stimulates the five senses adequately to lend the sense of the immersion. There are still long way to go, however, before long it will be possible to have the same feeling in the virtual reality as human being can have by further study and effort. In this thesis, the basic definition, the general idea, and the kind of virtual reality were discussed. Especially, CAVE typed in reality that is highly immersive was analyzed in definition, and then the method of VR programming and modeling in the virtual reality system were suggested by showing the restoration process of Kyongbok Palace (as the content of the original form of the culture) that was made by KISTI(Korea Institute of Science and Technology Information) in 2003 through design process in virtual reality system. Through these processes, utilization of the immersive virtual reality system was discussed and how to take advantage of this CAVE typed virtual reality system at the moment was studied. In closing the problems that had been exposed in the process of the restoration of the cultural property were described and the utilization plan of the virtual reality system was suggested.

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An Implementation of Dynamic Gesture Recognizer Based on WPS and Data Glove (WPS와 장갑 장치 기반의 동적 제스처 인식기의 구현)

  • Kim, Jung-Hyun;Roh, Yong-Wan;Hong, Kwang-Seok
    • The KIPS Transactions:PartB
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    • v.13B no.5 s.108
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    • pp.561-568
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    • 2006
  • WPS(Wearable Personal Station) for next generation PC can define as a core terminal of 'Ubiquitous Computing' that include information processing and network function and overcome spatial limitation in acquisition of new information. As a way to acquire significant dynamic gesture data of user from haptic devices, traditional gesture recognizer based on desktop-PC using wire communication module has several restrictions such as conditionality on space, complexity between transmission mediums(cable elements), limitation of motion and incommodiousness on use. Accordingly, in this paper, in order to overcome these problems, we implement hand gesture recognition system using fuzzy algorithm and neural network for Post PC(the embedded-ubiquitous environment using blue-tooth module and WPS). Also, we propose most efficient and reasonable hand gesture recognition interface for Post PC through evaluation and analysis of performance about each gesture recognition system. The proposed gesture recognition system consists of three modules: 1) gesture input module that processes motion of dynamic hand to input data 2) Relational Database Management System(hereafter, RDBMS) module to segment significant gestures from input data and 3) 2 each different recognition modulo: fuzzy max-min and neural network recognition module to recognize significant gesture of continuous / dynamic gestures. Experimental result shows the average recognition rate of 98.8% in fuzzy min-nin module and 96.7% in neural network recognition module about significantly dynamic gestures.

Using Augmented Reality Programs For Children Proposed Research Model (증강현실을 이용한 아동교육프로그램 모델제안)

  • Kwon, Mi-Ran;Kim, Jung-Ihl
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.2
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    • pp.866-871
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    • 2012
  • Most of the computer to implement a Augmented reality 3-D, or a graphic or visual means through the virtual space. The participants in the Augmented reality immersive virtual reality and virtual reality, the process proceeds to change the world. In particular, the field of children's games and Augmented reality fits well with the technical characteristics of the children that may lead to more interesting and creative sector is pointing to. In this study, children's games in order to maximize learning effectiveness of board games and Augmented reality technology, take a look at the characteristics of the children's educational program is to propose a new model proposal.

English immersion and Elementary school learners' affective variables in EFL(English as a Foreign Language) environment (EFL 환경에서의 영어몰입과 초등 학습자의 정의적 요인)

  • Shin, Myeong-Hee;Lee, Enu-Pyo
    • English Language & Literature Teaching
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    • v.17 no.2
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    • pp.181-197
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    • 2011
  • The purpose of this study is to measure how English immersion classes affect students. This study seeks to answer two questions. First, will the young learners gain an international sense? Second, will the students learn English naturally without having to be sent abroad to an English speaking country? Several kinds of immersion programs have been designed and implemented in Korea. However, many students have felt great stress and mental pressure in the immersion programs. Students find the programs stressful because English must be used at all times. In this paper, two groups of elementary school students are compared: one being the control group and the other being the experimental group, an immersion class. The results show that the mental health problems, sensitivities, and rates of depression in the immersion group are greater than those of the students in the control group. Therefore, the immersion students' overall mental health is substandard. The negative effects of lethargy and depression are made worse when they are placed in English only environments. The results indicate more attention should be focused on respecting and understanding the students' overall mental health when teaching them English.

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Mediating Role of Empowerment in the Relations to Job and Organizational Factors, and Job Satisfaction and Organizational Commitment - Empirical Evidence from National University Hospital Employees - (직무요인, 조직요인과 직무만족, 조직몰입의 관계에서 임파워먼트의 매개역할 - 국립대학 병원근로자들을 중심으로 -)

  • Lee, Hae-Jong;Yoon, Bang-Seob
    • Journal of Preventive Medicine and Public Health
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    • v.38 no.3
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    • pp.315-324
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    • 2005
  • Objectives : The aim of this study was to examined the mediating role of empowerment in relations to job and organizational factors, and job satisfaction and organizational commitment in hospital organizations. Methods : Job variety, clarity, significance, and fitness were examined as the job factors, and security, reward justice, and organizational support as the organizational factors. Data were collected from 8 national university hospitals with 1,289 data points used for the final analysis. Results : All the job factors were found to positively influence empowerment, as were all the organizational factors, with the exception of reward justice . As hypothesized, empowerment had significant effects on both job satisfaction and organizational commitment, and was the most influential variable of all those examined. Conclusions : In the relations to job satisfaction, empowerment completely mediated job significance, security and organizational support, and partially mediated all other variables, with the exception of reward justice. In the relations to organizational commitment, empowerment completely mediated job variety and job fitness, and partially mediated all other variables, with the exception of reward justice. The theoretical and practical implications of these results have been discussed.

Motion-Recognizing Game Controller with Tactile Feedback (동작인식 및 촉감제공 게임 컨트롤러)

  • Jeon, Seok-Hee;Kim, Sang-Ki;Park, Gun-Hyuk;Han, Gab-Jong;Lee, Sung-Kil;Choi, Seung-Moon;Choi, Seung-Jin;Eoh, Hong-Jun
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.1-6
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    • 2008
  • This paper proposes a game controller that provides user motion input and tactile feedback display, in addition to the traditional button-type input. The device utilizes both an accelerometer and an infrared camera in order to estimate 3D position and to recognize user motion. The information from the accelerometer and the camera are integrated for better performance. Various tactile sensations are presented using a voice-coil type vibrator. We apply the proposed controller to a motion-based game and validate its usability.

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