• Title/Summary/Keyword: 절차적

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A Study of Influences of Fairness Perception on Perceived Organizational Support, Organizational Commitment and Organizational Citizenship Behavior (구성원의 공정성 지각이 영리조직과 비영리조직의 조직시민행동에 미치는 영향에 관한 연구)

  • Min, Nam-Sik;Lim, Jung-Sook
    • Korean Business Review
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    • v.22 no.1
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    • pp.45-75
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    • 2009
  • Previous researches of organizational citizenship behavior have been focused mainly on organizations, and there have been only a few studies on the organizational citizenship behavior of nonprofit organizations. In particular, few empirical studies have been made on the relations among variables affecting the organizational citizenship behavior of profit and nonprofit organizations. Thus, this study attempted comparative analysis. According to the result of the analysis, in profit organizations, the fairness of procedure, emotional commitment and continuous commitment had a significant effect on organizational citizenship behavior, as well as the fairness of distribution and perception of organizational support. In nonprofit organizations, on the contrary, the fairness of distribution, the fairness of procedure, and perception of organizational support were insignificant, and only emotional commitment and continuous commitment had a significant effect on organizational citizenship behavior. This study is meaningful in that it comparatively analyzed the effects of organization members' perception of fairness on organizational citizenship behavior in profit and nonprofit organizations, and its outcome may be utilized as a reference in future researches but it has a problem in external validity that poses a limitation in its generalization.

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The Method of Transformation from Procedural Program into Object Based Program (절차적 프로그램으로부터 객체기반 프로그램으로의 변환 방법)

  • 이정화;김현수
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10a
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    • pp.487-489
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    • 1999
  • 기존의 절차 중심적으로 개발되어진 시스템들은 일반적으로 오래 전에 개발되었으며 규모가 크고 구조화되어 있지 않아서 이해하기 어렵고 분석에 드는 비용이 크다. 그러나 그런 시스템들은 이미 운영환경에 관한 많은 비용과 중요한 정보들을 포함하고 있어서 시스템을 폐기하기 곤란하며 새로 개발하는 데에도 많은 비용과 시간이 요구된다. 이러한 절차 중심적 소프트웨어들이 제공하는 서비스를 계속 유지해가면서 그 시스템을 현대화하기 위한 방안으로 객체 지향 구조로의 소프트웨어 재공학이 요구되고 있다. 본 논문에서는 기존의 절차 중시적 소프트웨어 시스템을 객체 지향 소프트웨어 시스템으로 변환하는 방법에 관하여 논의한다. 이를 위해 프로그램에 내재되어 있는 타입 가시성 정보와 자료 가시성 정보를 그래프로 표현하고 이 그래프를 이용하여 객체를 추출하는 방법을 제시한다. 또한, 추출된 객체들을 클래스로 표현하고 클래스들 간의 관계를 파악하며, 클래스들을 기반으로 기존의 코드를 객체 지향 중심의 코드로 변환하기 위한 방법들을 연구한다.

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Review of Emergency Procedures for CANDU Reactors (캔두형 원자력 발전소 비상절차서 검토)

  • Kim, S.R.;Kwon, J.S.;Cho, J.H.;Park, S.H.;Nam, S.K.
    • Nuclear Engineering and Technology
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    • v.27 no.4
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    • pp.571-581
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    • 1995
  • The generation, verification and validation of Emergency Procedures for Nuclear Power Plant is a difficult and complex process. Atomic Energy Control Board(AECB) requires that emergency procedure and plan be produced before obtaining the Operating License, that is, detailed plans and procedures to handle emergency situations for both on-site actions and off-site actions be developed. In this report Emergency Operating Procedures Standard for Canadian Nuclear Utilities which makes reference to U. S. practices and the current direction of emergency procedures for CAN-DU reactors are reviewed and compared based on scope(events covered), methodology (event-oriented or symptom-oriented or hybrid) and format(method of presentation) preponderantly, and an attempt is made to integrate these procedures and as a result the recommended strategy for Wolsong unit 2, 3, & 4 is presented as event-specific procedures, generic procedures(when event is not diagnosed) and whose format is combination of logic diagram and text.

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Conflict Management Strategies of Police Managers - A case study - (경찰 관리자들의 조직 내 갈등 관리 전략 - 사례 연구를 중심으로 -)

  • Jung, Jeyong;Shin, So-Young
    • Korean Security Journal
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    • no.58
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    • pp.137-154
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    • 2019
  • Conflict management within a police organization is one of the most significant areas from the organization management point of view. This study aims to explore procedural entrepreneurship of police mangers when they face difficulties in their workplaces. Adopting a case study strategy, this study examines real cases from three police agencies from Japan, the US, and South Korea. Interviewing police officers from theses different countries, six main themes are identified: (1) the pervasiveness of hierarchical authority, (2) procedural conflict, (3) organizational cultures, (4) the origin of their values and assumptions, (5) characteristics of the strategy, and (6) organizational learning. Research findings pointed out that there were more similarities than differences among the three cases, such as the pervasiveness of hierarchical authority, the significance of informal networks, and characteristics of informal networks. The main finding was that police managers used informal networks in order to overcome the procedural conflicts regardless of their nationality. All the participants relied on informal communications to raise the adaptability and survivability of their organizations. It was found that the Asian culture and American culture respectively permeated the three police agencies, supporting the role of informal networks in the formal organizations. This presents a paradox which well reflects the reality of organizations: informality within formality.

Developing the District Unit Plan Simulation using Procedural Modeling (절차적 모델링을 활용한 지구단위계획 시뮬레이션 개발)

  • Jun, Jin Hwan;Kim, Chung Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.3
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    • pp.546-559
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    • 2021
  • This research aimed to develop the district unit plan simulation using procedural modeling based on shape grammar. For this, Esri's CityEngine 2020.0 was selected as a main development tool, and Inside Commercial Area in Bangi-dong, Songpa-gu, Seoul as the research site where about 25% of the total area was developed over the past five years. Specifically, the research developed the simulation through the following three phases of Data-Information-Knowledge after selecting necessary parameters. In the Data phase, 2 and 3 dimensional data were obtained by utilizing data sharing platforms. In the next Information phase, the acquired data were generated into various procedural models according to the shape grammar, and the 2D and 3D layers were then integrated using relevant applications. In the final Knowledge phase, three-dimensional spatial analysis and storytelling contents were produced based on the integrated layer. As a result, the research suggests the following three implications for the simulation development. First, data accuracy and improvement of sharing platforms are needed in order to effectively carry out the simulation development. Second, the guidelines for district unit plans could be utilized and developed into shape grammar for procedural modeling. Third, procedural modeling is expected to be used as an alternative tool for communication and information delivery.

분수 나눗셈의 개념적 이해를 위한 관련 지식의 연결 관계 분석

  • Jeon, Pyeong-Guk;Park, Hye-Gyeong
    • Communications of Mathematical Education
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    • v.15
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    • pp.71-76
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    • 2003
  • 학생들의 분수 나눗셈에 대한 이해는 개념적 이해를 바탕으로 수행되어야 함에도 불구하고 분수 나눗셈은 많은 학생들이 기계적인 절차적 지식으로 획득할 가능성이 높은 내용이다. 이것은 학생들이 학교에서 분수 나눗셈을 학습할 때에 일상생활에서의 경험과 선행 학습과의 연결이 잘 이루어지지 못하고 있는 것에 큰 원인이 있다고 본다. 본 연구에서는 학생들의 분수 나눗셈의 개념적 이해를 돕기 위하여 경험적 지식과의 연결 관계를 활용한 교수 방안을 실험 교수를 통해 조사하였다. 결과로서 번분수를 활용한 수업은 분수 나눗셈의 표준 알고리즘이 수행되는 이유를 알 수 있게 하는데 도움이 되나 여러 가지 절차적 지식이 뒷받침되어야 하며 분수 막대를 직접 잘라 보는 활동을 통한 수업은 분수 나눗셈에서의 나머지를 이해하는데 효과가 있다는 것을 알았다. 결론적으로, 학생들의 경험과 학교에서 이미 학습한 분수 나눗셈들의 관련 지식들을 적절히 연결하도록 한다면 수학적 연결을 통해 분수 나눗셈의 개념적 이해를 이끌 수 있다.

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Players Adaptive Monster Generation Technique Using Genetic Algorithm (유전 알고리즘을 이용한 플레이어 적응형 몬스터 생성 기법)

  • Kim, Ji-Min;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Internet Computing and Services
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    • v.18 no.2
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    • pp.43-51
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    • 2017
  • As the game industry is blooming, the generation of contents is far behind the consumption of contents. With this reason, it is necessary to afford the game contents considering level of game player's skill. In order to effectively solve this problem, Procedural Content Generation(PCG) using Artificial Intelligence(AI) is one of the plausible options. This paper proposes the procedural method to generate various monsters considering level of player's skill using genetic algorithm. One gene consists of the properties of a monster and one genome consists of genes for various monsters. A generated monster is evaluated by battle simulation with a player and then goes through selection and crossover steps. Using our proposed scheme, players adaptive monsters are generated procedurally based on genetic algorithm and the variety of monsters which are generated with different number of genome is compared.

The Study on the Problem awareness and the Improvement of China Clearance Procedure (중국 해관의 통관절차에 대한 문제인식 및 개선방안에 관한 연구)

  • Hong, Jae Sung;Lee, Yong Keun
    • Asia-Pacific Journal of Business
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    • v.2 no.1
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    • pp.74-90
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    • 2011
  • The main object of this paper is the clearance procedure reengineering of china customs. By the method of documentary research, the paper has tried to look for a new clearance procedure of china customs which be more reasonable through the study of clearance procedure reengineering of china customs. As a result, systematic research is needed to gather information, and regulations of china clearance procedure, the systematic and comprehensive cleanup si re-quired.

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Procedural Modeling Algorithm for Traditional Stone Fence Creator (전통 돌담 생성을 위한 절차적 모델링 알고리즘)

  • Park, Kyeongsu
    • Journal of Digital Convergence
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    • v.11 no.8
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    • pp.205-212
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    • 2013
  • In this paper, we present a procedural modeling algorithms to create Korean traditional stone fence using the fractal subdivision. The main process of the algorithm is to get the next step mesh by subdividing each triangle in the previous step triangular mesh. This process is repeated recursively. Dividing each triangle into four sub-triangles after choosing a random point on each side of the triangle and moving each vertices in the normal direction with random perturbations make the bumpy appearance of stone fences. In each step we remove flat vertices which does not influence the shape of the stone. The discrete curvature determines the flatness of a vertex. New triangles whose vertices are the vertices around the removed vertex are added to make a triangular mesh.