• Title/Summary/Keyword: 참여시스템

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Design of Application Sharing System for Collaborative Works in 3D Virtual Environment supporting Multi-Participants (다중 참여자를 지원하는 3차원 가상환경에서 공동작업을 위한 어플리케이션 공유 시스템 설계)

  • Tak, Jin-Hyun;Lee, Sei-Hoon;Wang, Chang-Jong
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.2
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    • pp.355-364
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    • 2000
  • Application sharing for collaborative works make multiple participants to be capable of collaborative developments through sharing development tools and applications which is distributed to various system without spatial restriction. However, applying legacy application sharing to CSCW based virtual environment has a problem because it dont consider 3D space and it disturbs the harmonic interaction of participants. In this study, we designed application sharing system for collaborative works in 3D virtual environment to share application effectively on collaborative virtual environment. The designed application sharing system for collaborative works in 3D virtual environment consist of application sharing manager, group manager and communication manager. This system is able to perceive event of 3D space about application of participant on 3D virtual environment by agent which moves to participant sites and get an ordered events and conflict among participants through scheduling. Therefore, designed application sharing system for collaborative work in 3D virtual environment can support efficient collaborative works and improve reusability of legacy application through using easily legacy application in 3D virtual environment when CSCW application development for virtual environments.

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A Study on Employee Reward in Construction Companies Using Activity-Based Costing (활동기준원가계산을 이용한 건설기업의 직원 보상에 관한 연구)

  • Cho, Jin-Ho;Kim, Byung-Soo
    • Land and Housing Review
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    • v.13 no.2
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    • pp.125-139
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    • 2022
  • For construction companies to become competitive innovative, cost management as well as process improvement are required. Activity-based costing (ABC), which uses cost information to support long-term decision-making, is a tool that enhances a company's competitiveness. In this study, we compare and analyze tradition-based costing (TBC) and ABC to confirm the adequacy of performance-based costing. In addition, we will empirically examine the relationship between the impact of the reward system using ABC on employee satisfaction and involvement. In research results, the influence of the reward system on employee involvement appeared in the order of intrinsic reward (𝛽 = 0.338) and extrinsic reward (𝛽 = 0.308). In addition, the reward system showed positive (+) effects on employee satisfaction, with influence appearing in the order of intrinsic reward (𝛽 = 0.360) and extrinsic reward (𝛽 = 0.337). And employee satisfaction (𝛽 = 0.225) had a positive effect on involvement. We were able to confirm that it is necessary to build a reward system consisting of intrinsic and extrinsic rewards to increase employee satisfaction and involvement.

Methodology for Measuring the Quality of Experience of E-Participation Systems (전자참여시스템의 체감품질 측정방법론)

  • Byun, Dae-Ho
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.21-28
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    • 2012
  • E-participation is the term referring to the use of information and communication technologies to political participation by enabling citizens to connect with one another. Because e-participation systems are already constructed and operated, continuous usage is regarded as a major concern for successful e-participation. E-participation systems should guarantee ease of use, user satisfaction, and high quality. In addition, measuring the quality of e-participation systems will provide a useful strategy. This paper suggests a methodology for measuring quality of experience of the e-participation system and computing the quality score. We apply two concepts of usability measurement method and quality of experience that are most suitable. We provide the target of measurement,, the construct of quality of experience, the method of experiment and analysis of data, and the scoring method of quality of experience.

Exploring the Predictors of Academic Probation in College : Focusing on Variables of Student Engagement (대학생의 학사경고 예측요인 탐색: 학교참여도 변인을 중심으로)

  • Seo, Eun Hee;Kim, Eun Young
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.469-476
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    • 2021
  • The purpose of this study is to explore the predictors of academic probation in college. Especially, this study focused on student engagement variables among the predictors of academic probation in college. Student engagement variables include hours of absence from class and numbers of log to LMS(Learning Management System) and in extracurricular program system during four weeks after the opening of a course and the numbers of faculty counseling. GPA(grade Point Average) is a dependent variable and GPA of prior semester is a control variable in this study. 17,261 student data were collected for the study. Linear regression model and logistic regression model analyses were conducted in the study. The finding showed that the hours of absence from class and numbers of log in extracurricular program system during four weeks after the opening of a course predicted academic achievement of college students. The result also indicated that hours of absence from class and numbers of log-ins to LMS(Learning Management System) and in extracurricular program system during four weeks after the opening of a course were the predictors of academic probation in college. This study will contribute to investigate indicators of students with low academic performance and to provide proper support for underachievers.

AR Gardening system with an interactive learning companion (AR Gardening : 상호작용형 증강 에이전트 기반 증강 원예 체험 시스템)

  • Oh, Se-Jin;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.168-173
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    • 2008
  • Recently, many researchers have studied on agent-based edutainment systems to improve students' learning experience. In this paper, we present AR Gardening which makes users experience interactive flower gardening with a bluebird, a learning companion agent, squatting in an augmented picture. The proposed system augments the animated bluebird to support interactive edutainment experiences. The bluebird perceives users' actions as well as environmental situations. It then appraises situational information to provide participants with problem-solving guidelines. Moreover, the bluebird responds like a companion than an instructor through anthropomorphic expression. To demonstrate our work, we exhibited the implemented AR Gardening and reviewed participants' responses to the system. In this exhibition, we could find that the learning companion-like bluebird helped users experience how to properly grow the flower in our educational setting. Ultimately, we expect that an augmented peer learning agent is one of the key factors for developing effective edutainment applications.

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Game Contents of Ubiquitous UCC with Participation (참여형 UCC를 통한 유비쿼터스 UCC놀이콘텐츠 시스템개발 - 모바일 기반 콘텐츠를 중심으로(J.E.N))

  • Kim, Jin-Sik;Park, In-Seok;Yang, Seung-Mu
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.47-52
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    • 2008
  • J.E.N(Joint Enjoyment Network) is the ubiquitous UCC play contents system that provides amusements off-line by utilizing the UCC that people are able to participate in. It is also the entertainment service system that is devised to use contents that could be enjoyed through the cell phone and to make people participate in production, in cases of meeting people off-line during their pastime. The development of this system begins from pointing out the problem of the limitation of the UCC that does participate in production but the produced contents could only be watched, and the UCC only works on-line. The goal of researching this ubiquitous UCC play contents is to suggest the UCC entertainment service system that are available off-line by applying the interactive system to UCC and, by this, to obtain the positive responses about the off-line participating UCC contents. In this research, it chooses scenario and 테스크 performance as the method of deriving the participating UCC from the off-line, and it suggests the ubiquitous UCC play contents system through analyzing the behaviors in each off-line place. Moreover, by developing the prototype that could practically perform the system, it verifies the potentialities of the UCC entertainment service. The anticipation of this study is to make people participate and enjoy not only in production, but also in the contents made. This research will provide the modern people who concern about where to go and what to do with the amusements and will also present a way of new form of contents mixed with UCC and the entertainment service.

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Design of a Card Game Center Supporting Multiuser Using the Pure Java (순수 자바기술을 이용한 인터넷 다자 참여 카드게임센터의 설계)

  • 정현락;한천용;김진홍;박양수;이명준
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10a
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    • pp.415-417
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    • 1998
  • 인터넷을 통한 다자 참여 게임서비스 분야는 최근 급격한 사용자 증가 추세를 보이고 있다. 그러나 관련 기술의 부족과 개발의 어려움으로 인해 이러한 서비스를 제공하는 웹사이트가 현재 국내에서 소개되고 있지 않다. 본 논문에서는 웹브라우저만으로 간편하게 게임을 즐길 수 있는 다자 참여 게임 시스템의 개발을 목적으로 순수 자바 기반의 그룹통신 기술을 이용하여 안정적이고 지속적인 서비스를 제공해주는 플랫폼 독립적인 범용 게임서버 시스템을 설계하고 이를 카드게임센터 개발에 적용하여 쉽게 웹 기반의 다자참여 게임을 개발할 수 있음을 제시하였다. 또한 다양한 종류의 카드게임을 체계적이고 일관성있는 인터페이스로 제공하기 위해 각 종류별 카드게임의 기반이 되는 컴포넌트들을 설계한 후 이를 확장하여 구체적 게임으로 개발하는 방안을 제시하였다.

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스마트 항로표지 참여기업의 비즈니스 모델 발굴에 관한 연구

  • 이주영;권기원;장태욱
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2023.05a
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    • pp.284-285
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    • 2023
  • 항로표지 관련기업은 장비 및 유지보수 기업 중심으로 구성되어져 있었으나, 최근 스마트 항로표지 현장시설 고도화 R&D 추진에 따라 항로표지의 핵심장치라고 볼 수 있는 전원시스템과 통신단말 개발 기업이 참여하고 있으며, 이 두 기업들의 향후 R&D 종료 시점에 개발 제품이 최종 상용화되어 판매될 수 있도록 다양한 형태의 비즈니스 모델 발굴 추진이 필요하다. 동 연구에서는 참여기업의 성장과 신사업 추진이 가능하도록 개발 제품 및 서비스에 대한 수요 시장의 요구와 제공 가능한 수준의 단계에서부터 전략계획 및 목표관리, 비용관리 및 시스템과 같은 툴을 활용하여 체계적이고 구체적인 접근이 가능할 수 있도록 다양하게 고려하여 B2G, B2B까지 발굴에 대해 연구해보고자 한다.

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Network Game based Cardiology Learning-Evaluation System (네트워크 게임을 이용한 심장학 학습평가 시스템의 개발)

  • 남상아;최수미;배소영;김명희
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10c
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    • pp.219-221
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    • 1998
  • 네트워크 게임은 동시에 많은 참여자가 함께 게임에 참가하여 서로간의 상호작용을 통해 게임을 진행하는 새로운 방식으로, 내용이 어려운 전문교육에 네트워크 게임이 갖는 이와 같은 특징을 접목시킴으로써 학습자의 흥미를 유발시키고 교육효과를 높일 수 있다. 본 논문에서는 의학전문분야 중 심장학에 대해 게임과 교육을 결합시킨 에듀테인먼트 시스템 Cardio.NT를 개발하였다. 개발 시스템은 다중 사용자가 함께 게임에 참여하여 심장학 문제풀이를 통해 얻어지는 점수를 상호 공유하도록 함으로써 객관적이며 상대적인 학습평가를 제공한다.

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국외 산업제어시스템 보안기술 연구개발 동향

  • Kim, Woo-Nyon;Lee, Su-Yeon
    • Review of KIISC
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    • v.25 no.5
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    • pp.5-11
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    • 2015
  • 산업제어시스템에 대한 사이버보안 위협에 대응하기 위한 세계 각국의 산업제어시스템 보안기술 연구개발이 진행되고 있다. 미국은 에너지 분야를 중심으로 산업제어시스템 보안을 위한 응용기술 개발, 현장실증, 제품화 과정이 진행될 수 있는 연구개발 프로그램인 CEDS와 학계 중심의 TCIPG 프로그램을 진행하고 있으며, EU는 FP7 프로그램에서 연구소, 학계, 산업제어시스템 운영기관, 산업제어시스템 제조사 등이 참여하여 연구개발을 수행중이다. 일본도 산업제어시스템 제조사가 참여하는 제어시스템 사이버보안 센터를 중심으로 사이버보안 기술 개발을 진행 중이다. 본 논문은 미국, EU, 일본 중심으로 국외의 산업제어시스템 보안기술 연구개발 현황에 대해서 설명하고, 이러한 현황분석을 통해 산업제어시스템 사이버보안 기술 연구개발의 특징을 살펴봄으로써, 국내 산업제어시스템 사이버보안 기술 연구개발에 참고가 되고자 한다.