Journal of the Korea Academia-Industrial cooperation Society
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v.20
no.9
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pp.517-524
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2019
The overdrive hub clutch is attached to a 6-speed automatic transmission to reduce fuel consumption by using the additional power of the engine. This paper proposes a means to minimize the load and roll-over ratio on the punch during the piercing process for the overdrive hub clutch product. Die clearance, shear angle, and friction coefficient, which can affect the load and roll-over ratio of the punch during processing, were set as the design variables. Sensitivity analysis was also conducted to determine the influence of each design variable on the punch load and roll-over ratio. As a result, shear angle, friction coefficient and die clearance were found to be sensitive to load and roll-over ratio. The punch load and roll-over ratio were set as the objective function and the equation of each design variable and objective function was derives using the Response Surface Method. Finally, the optimal value of the design variables was derived using the Response Surface Method. Application of this model to finite element analysis resulted in 22.14% improvement in the roll-over ratio of the punch load and material.
Irregular workers, which have recently caused various socio-economic issues and conflicts, generally have low loyalty to the organization and job satisfaction due to anxiety about employment. As a way to improve this, this study attempted to analyze the effect of organizational communication satisfaction of irregular workers on job satisfaction and organizational commitment. Among the 7th Human Capital Companies panel survey data, irregular workers survey data were collected and analyzed using the structural equation model analysis. The results were as follows: First, it was analyzed that organizational communication recognized by irregular workers had a positive(+) effect on job satisfaction and organizational commitment. Second, it was analyzed that job satisfaction had a positive(+) effect on organizational commitment. Third, it was analyzed that job satisfaction plays a mediating role in the relationship between communication satisfaction and organizational commitment. This study is significant in that it expanded the research subject to irregular workers from the existing service industry-oriented research, and that it included more diverse industries. The results of this study suggest that mission and vision sharing and communication activation system are needed to improve organizational effectiveness of irregular workers.
Purpose: Earthquake disasters are frequently occur unpredictable situations due to various variables and unexpected situations. As a result, the work process itself is not uniform, making it difficult for public officials in the disaster safety department to familiarize themselves with the earthquake field manual. This paper is specifically and accurately grasp the current work situation conducted by the Disaster and Safety Countermeasures Headquarters of the Gyeongsangbuk-do Office and present a plan for designing serious game scenarios necessary for field manual learning. Method: In this study, scenarios were designed based on the GBS(Goal Based Scenario) model, and in the process of assigning missions and roles based on the Gyeongsangbuk-do earthquake field manual, public officials related to earthquakes were able to acquire knowledge and skills to solve practical tasks. Result: Scenario data of the proposed technique was implemented as a systematic procedure by processing various earthquake-related information into logical data and simplifying and abstracting it for game expression for earthquake situation training. Conclusion: In the event of an earthquake due to learning through serious games, related public officials of Gyeongsangbuk-do provincial are expected to be able to respond quickly to various earthquake disasters.
Kim, Gahyoung;Choi, Kevin Kyeong-iI;Kim, Dowon;Son, Muntak;Kim, Byoung-Yoon
Journal of Appropriate Technology
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v.6
no.2
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pp.190-199
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2020
The purpose of this study is to develop and implement the Appropriate Technology Science School program (ATSS) for youth operated by the Europe-Korea Conference on Science & Technology (EKC) since 2016. The development process consisted of pre-online management meetings, online and offline tutor training, operation of ATSS for youth, and satisfaction surveys. As a result of the development, the management team selected the mission-solving theme of "Transforming village using blockchain technology" through a pre-online meeting. The contents were reorganized according to the level of the participating tutees, and various learning activities such as co-building activities, games, and plays were newly introduced and developed first, and the programs developed through tutor training were demonstrated and improved. A total of 38 tutees and tutors from 6 countries participated in the 2018 ATSS. As a result, participants showed positive satisfaction overall. Tutees showed interest in dome co-building activities and hash function calculation activities, and tutors showed interest in lectures and monopoly games related to blockchain technology. The development and of the 2018 ATSS will contribute to the improvement of expertise in the operation of the EKC ATSS in the future to the management team. It will be an opportunity for tutors to experience that high-tech science and technology have a good impact on appropriate technology for the third world and community society. In addition, Tutees will be provided with an opportunity to indirectly experience the local situation and community society through a role play on the impact of blockchain technology on African villages.
In order to secure sustainable financial resources and to attract more key supporters, today's art museums are trying to further develop individual sponsorship. The purpose of this study is to explore the direction of membership programs by considering membership as the first step for the development of individual supporters for art museums. Although it is not easy to generate substantial profits within a short period through membership, art museums can secure supporters who empathize with and participate in their mission and activities by developing individual supporters through membership. The new trends of support, which has emerged as a stream of "new philanthropy" since the 1990s, indicate that the needs and motivations of individual supporters are changing. This has great implications for the direction of the development and operation of membership programs at art museums. This study investigated the role, method, and direction of the development of individual supporters through membership by conducting a theoretical review and a case study on the membership programs and individual sponsors of art museums. In addition, the study analyzed the cases of the Cleveland Museum of Art, the Art Institute of Chicago, and the Museum of Modern Art in the United States, which have continuously attempted new approaches and improved membership programs based on a long history of membership operation and individual support, by centering on the new attributes of philanthropy, including participation and involvement, accountability, and transparency. Based on the results, implications and suggestions for Korean art museums were derived. Amid the lack of art museums' membership programs and academic research, this study has significance in exploring the direction and prerequisites for membership for the development of individual supporters.
The Journal of the Convergence on Culture Technology
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v.7
no.4
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pp.337-342
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2021
The purpose of this study is to analyze the environment and strategic behaviors of cultural contents companies with a focus on Iconix, and to derive strategic recommendations for Iconix to pursue in order to create a sustainable competitive advantage. As a result of the analysis, Iconix is a vertically integrated development-business system from content planning to business in line with their mission to develop into an all-weather entertainment content provider that can confidently compete with the major players in the US and Europe that are already leading the global market. It is building a strong global business network covering both domestic and overseas markets in stages, taking a high-level global strategy. However, depending on Pororo's success or due to various problems within the organizational structure, it is facing limitations. Therefore, if the various strategic suggestions presented in this study are implemented based on the One Source Multi Channel/Multi Use strategy that can maximize the added value of contents through the participation and business linkage of leading companies in each sector of the entertainment industry, the total entertainment will be stabilized. It will establish itself as a leader in the contents industry.
Achievement at university is recognized in a comprehensive sense as the level of qualitative change and development that students have embodied as a result of their experience in university education. Therefore, the academic achievement of university students will be given meaning in cooperation with the historical and social demands for diverse human resources such as creativity, leadership, and global ability, but it is practically an indicator of the outcome of university education. Measurement of academic achievement by such credits involves many problems, but in particular, standardization of academic achievement by credits based on evaluation methods, contents, and university rankings is a very difficult problem. In this study, we present a model that uses machine learning techniques to predict whether or not academic achievement is excellent for D-University graduates. The variables used were analyzed using up to 96 personal information and bachelor's information such as graduation year, department number, department name, etc., but when establishing a future education course, only the data after enrollment works effectively. Therefore, the items to be analyzed are limited to the recommended ability to improve the academic achievement of the department/student. In this research, we implemented an academic achievement prediction model through analysis of core abilities that reflect the philosophy, goals, human resources image, and utilized machine learning to affect the impact of the introduction of the prediction model on academic achievement. We plan to apply the results of future research to the establishment of curriculum and student guidance conducted in the department to establish a basis for improving academic achievement.
Journal of Korean Home Economics Education Association
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v.33
no.4
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pp.65-84
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2021
The purpose of this study was to develop and evaluate the Home Economics(HE) Flipped Problem-Based Learning(FPBL) education plans focusing on 'food selection and storage' unit for middle school students. The results of this study are as follows. First, middle school students who participated in the class had mainly experienced lecture-style classes previously, but they preferred group activity classes to lecture-style classes. Their 'preferred on-line class tools' was 'Miricanvas', and the 'helpful on-line class tools for learning' was 'Tinkerbell'. Second, the HE FPBL education plan was designed and developed to conduct block time classes, twice a week for 3 weeks by applying the '13 stages of FPBL'. The main topic of the class is "food selection and storage that protects health and the environment". The practical and unstructured problems in the FPBL was to participate in the 'Food Selection and Storage to Protect Health and Environment' mission development contest of a TV entertainment program. Learning materials(stepping video, reading materials, activity sheets, and evaluation tools for process-based evaluation) were developed. The 206 senior students at a middle school in Haeundae-gu, Busan, took the class for three weeks and evaluated it as a good class that helps them learn, is satisfactory, interesting, and suitable, leads to class participation, and is differentiated from other teaching methods.
Journal of Korea Entertainment Industry Association
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v.13
no.3
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pp.1-12
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2019
The 4th industrial revolution has become a topic of 'experiential games' that utilize technologies such as virtual reality, augmented reality, and complex reality, and they are promoting various experiential game contents to attract tourists in the tourism industry have. The trend of tourism is the concept of the healing which aims to enhance the quality of life of the individual in the concept of simple travel, that is, the consumer is not satisfied with the sight, There are many changes in the form of tourism. In this study, domestic and foreign cases that utilized the fun and experience of tourism in the game were examined using case study methods. In domestic case, although service was provided by using smart phone, there is a problem that simple information is provided, mission quest method is not continuously provided, and the story is limited. I tried to find out the solution through this case. Developing and applying various experience contents, utilizing active investment and various stories for continuous service, and utilizing new technology such as virtual reality, it will bring about improvement of domestic tourism industry and satisfaction.
This study tries to categorize innovation types for social welfare organizations and investigate the level of innovation in each type in practical field. Firstly, this study scrutinizes the concept and classification's criterias of innovation. Secondly, this study reviews not only classification of innovation in profit organization but also several researches of innovation in service industry and public sectors, and finally, this study makes a suggestion of innovations' classification that is applicable for social welfare organizations. Based on this suggestion, fifteen questions are designed to ask the innovative activities in the organizations. And total 496 respondents from 116 organizations answered these questionnaire. The outcomes of this survey were substantiated by second data through converted procedures to mean value of organizations. Consquently, service innovation, administrative innovation and human resource innovation, proposed based on theoretical review, were subdivided into six categories such as service innovation, structural innovation, internal and efficiency innovation, marketing and communication innovation, external and employment innovation and evalution and mission innovation. The mean value of service(mean=14.7) and marketing innovation(mean=13.3) are higher than other type of innovations, which shows the aspect of innovative activities in social welfare organizations. Based on this result, we can get the directions of following study in investigating innovation of social welfare organization.
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