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Care Workers' Perceptions of Professionalism and Job Satisfaction (요양보호사의 전문성 인식과 직무만족에 관한 연구 -노인요양시설을 중심으로-)

  • Lee, Seo-Young;Lim, Hyo-Yeon
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.238-247
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    • 2013
  • This study aims to examine care workers' role perceptions of their occupation and job satisfaction with their work. They are core human resources in elderly care work practices and their perceptions of their occupation are likely to affect their work performance and job satisfaction. A mail survey is conducted targeting to 400 care workers who are at work in long-term care facilities located in Seoul, Gyeonggi and Pusan. Research findings are as follows: firstly, the perception level of care workers' professionalism is 3.38, and job satisfaction is 3.41. Secondly, the correlation analysis between perception level of professionalism and job satisfaction, coefficient is .553, which shows positive relations between two variables. Thirdly, the study shows that care workers' perceptions of professionalism significantly affects their job satisfaction. This study concludes that it is necessary to take a variety of measures in contribution to improve the quality of service through reinforcement of perception of professionalism higher than present level of care workers who supply direct service in long-term care facilities.

Correlation of Growth Performance with Total Nitrogen, Carbon and Nitrogen Isotope Compositions in the Xylem of Pinus koraiensis (잣나무 생장과 목질부내의 전질소, 탄소 및 질소 동위원소 조성과의 상관관계)

  • Lee, Wi-Young;Park, Eung-Jun;Han, Sang-Urk
    • Journal of Korean Society of Forest Science
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    • v.99 no.3
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    • pp.353-358
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    • 2010
  • In this study, we investigated the relationship of tree-ring growth with total nitrogen content, and stable carbon and nitrogen isotopes from the core samples of Pinus koraiensis (35-year-old). Annual ring width showed significant positive correlations with the ${\delta}^{13}C$ (P=0.003). The total nitrogen content (P=0.024), and the ${\delta}^{13}C$ content was also correlated with total nitrogen content (P=0.038), indicating that the growth of P. koraiensis was stimulated as the contents of both ${\delta}^{13}C$ and total nitrogen were increased. On the other hand, the less the ${\delta}^{15}N$ content and the C/N ratio were, the larger the annual ring width was. Moreover the families with relatively better growth performance contained the higher levels of ${\delta}^{13}C$ in the xylem compared to other families. These results suggest that the ${\delta}^{13}C$ and total nitrogen contents are the important determinants in the growth performance of P. koraiensis.

Recommender System using Implicit Trust-enhanced Collaborative Filtering (내재적 신뢰가 강화된 협업필터링을 이용한 추천시스템)

  • Kim, Kyoung-Jae;Kim, Youngtae
    • Journal of Intelligence and Information Systems
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    • v.19 no.4
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    • pp.1-10
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    • 2013
  • Personalization aims to provide customized contents to each user by using the user's personal preferences. In this sense, the core parts of personalization are regarded as recommendation technologies, which can recommend the proper contents or products to each user according to his/her preference. Prior studies have proposed novel recommendation technologies because they recognized the importance of recommender systems. Among several recommendation technologies, collaborative filtering (CF) has been actively studied and applied in real-world applications. The CF, however, often suffers sparsity or scalability problems. Prior research also recognized the importance of these two problems and therefore proposed many solutions. Many prior studies, however, suffered from problems, such as requiring additional time and cost for solving the limitations by utilizing additional information from other sources besides the existing user-item matrix. This study proposes a novel implicit rating approach for collaborative filtering in order to mitigate the sparsity problem as well as to enhance the performance of recommender systems. In this study, we propose the methods of reducing the sparsity problem through supplementing the user-item matrix based on the implicit rating approach, which measures the trust level among users via the existing user-item matrix. This study provides the preliminary experimental results for testing the usefulness of the proposed model.

Case Study on Design Approach Education for Creativity Based Game (창의력 기반 게임을 위한 디자인 접근 교육 사례)

  • Eun, Kwang-Ha;Lee, Wan-Bok;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.229-235
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    • 2012
  • The domestic game industry has constantly developed in a short time by concentrating on online games, and keeps growing as a highly added value industry. Also, in the social aspect, it has been seeking various alternatives to place online games as positive and new play culture in the digital era by avoiding negative criticism on game addictiveness. One of important factors in expanding the infrastructure of the game industry and developing it as a type of culture is not simply to develop the existing core genres (on the basis of profits), but to promote the approach of mixture with various contents and of positive functions and thereby enlarge users through various game genres. That is, it is to design games with positive themes and easy immersion by targeting a variety of game users. Such expansion of game design approach is a starting point to develop the infrastructure of the game industry. In the aspect, training professional human resources on the basis of academic and educational process is of significance. Therefore, this work was intended to suggest examples of design approach education based on creativity subject among various subjects with positive functions, and then propose an education process to which Capstone design education contents were applied.

Arsenic Distribution and Solubility in Groundwater of Okcheon Area (옥천군 북부 지역 지하수의 비소 분포와 비소 광물의 용해도 특성)

  • Chon, Chul-Min;Kim, Kue-Young;Koh, Dong-Chon;Choi, Mi-Jung
    • Journal of the Mineralogical Society of Korea
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    • v.22 no.4
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    • pp.331-342
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    • 2009
  • Groundwater samples were collected from the bedrock aquifers related with Okcheon metasedimentary rocks. Arsenic (As) concentrations in the samples varied between 0.0051 and 0.887 mg/L, with an average of 0.0248. Cations and anions of groundwaters had no relationship with As contents as well as with spatial distribution of geology in the area. Pyrite, chalcopyrite and arsenopyrite in the core samples of the monitoring wells were identified in thin section, X-ray diffraction (XRD) and electron probe microscope analysis (EPMA). It was suggested that these minerals are responsible for the As in groundwater. The groundwater showed saturations with respect to calcite $(CaCO_3)$, dolomite (CaMg$(CO_3)_2$) and Magnesite $(MgCO_3)$. $HAsO_4{^{2-}}$ activities in the groundwater samples were close to $Ca_3(AsO_4)_2(c)$ and $Mn_3(AsO_4)_2(c)$ solubility isotherms, indicating that the maximum As contents in groundwater are secondly controlled by the precipitation and dissolution of carbonate minerals due to alkaline and oxic nature of the groundwater (pe+pH>10).

An Analysis of the Economic Effects for the Immersive Media Industry (실감미디어 산업의 경제적 파급효과 분석)

  • Lee, Kyoung-Jae;Jeong, Woo-Soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.7B
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    • pp.795-805
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    • 2011
  • The research on the immersive media technology is actively being done with the emergence of immersive services using immersive media, especially in the broadcasting industry and with the increased market demand for it. The industry which produces, transmits, processes and services the immersive contents is commonly called Immersive Media Industry. Immersive Media Industry has recently received attention as next-generation strategic industry with its high marketability and its high possibility of market expansion through convergence with other industry such as education, health, advertisement, travel and public service industry. As other advanccd country such as the U.S., Japan and Europe buckle down to take the innitiative in the immersive media industry, Korea government also begins to make plan to promote the immersive media industry. As above, immersive media industry is a cutting-edge convergence industry which embraces broadcasting, telecommunication and contents industry and it is rising as core growth engine industry. This article analyses the economic effects of immersive media industry through quantatitive method and evaluates the relations between the immersive media industry and the other related industries. As a result, the effect on production inducement of immersive media industry is 610.9 billion Korean Won; the effect on value-added inducement is 468.7 billion Korean Won; and it is measured that 3,258 job will be created by the immersive media industry.

Ultrastructural Studies on the Adrenal Medulla of The Developmental Rats (연령에 따른 흰쥐 부신 수질의 전자현미경적 관찰)

  • Park, Joo-Hee;Lee, Jae-Hyun;Ku, Sae-Kwang;Lee, Hyeung-Sik
    • Applied Microscopy
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    • v.28 no.2
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    • pp.215-224
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    • 1998
  • To investigate ultrastructural changes on the adrenal glands of the developmental rats, tissues were collected at 20 days of gestation, at birth, 7 days, 15 days and 30 days after birth and studied by electron microscope. In the medulla of adrenal gland of the rat, two types of granules were observed at ultrastructural level. The one were adrenaline $(123\sim200nm)$ and the others were noradrenaline ($177\sim279nm$ of long axis, $124\sim194$ of short axis). Adrenaline granules were characterized by presence of round or spherical with low or moderate electron density. The granules showed a wide lucent or clean halo between the contents and the limiting membrane. On the other hand noradrenaline granules were characterized by the presence of irregular shape with high electron density. This granules showed a wide lucent between the contents and limiting membrane. These two types of granules were co-existed in one cell in the late gestation and at birth, but after that two types of cells were clearly observed. The different sizes and numbers of granules were observed with ages.

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The Application of Digital-Diagrams as Infographic Material in Multimedia Design (멀티미디어디자인에서 인포그래픽 도구로서 디지털다이어그램 활용에 관한 연구)

  • 류시천
    • Archives of design research
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    • v.17 no.3
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    • pp.133-146
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    • 2004
  • Diagrams have been deeply and widely used for supporting effective communication relating to design information and knowledge in most design fields. The results show that their role expands to "developmental design material" increasing the principle and method of design process. It's recent trend that Digital-Diagrams are aggressively used in multimedia design fields such as web contents, interactive movies and DVD Titles in order to support user's information understanding more effectively and to stimulate user's participation in information acquiring process. This study aims to clarify the essence of digital diagram corresponding to infographic material in multimedia design and application of multimedia contents development process . This study purpose leads to argue the substance of Digital-Diagrams as one of infographic types and identity of Digital-Diagrams which is relatively compared to existing Diagrams. Eventually, this study examines the application issues of Digital-Diagrams in multimedia design process. Regarding the identity of Digital-Diagrams, they are functionally utilized depending on hypertext based on language forms and interactivity based on graphical forms as core attributes. Therefore, they semantically enlarge user s information understanding by segmenting hierarchy of information expression and rather support user s acquisition of information control ability. Relating to multimedia design process, Digital-Diagrams are used by information designers and navigation designers as method for ‘modeling for realization based on information acquisition support for information-users. Especially, the study results show that the applications of Digital-Diagrams are performed for information representing methods for information designers and embodiment of useful functional factors of interface for navigation designersgation designers.

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Comparative Analysis of Linear and Nonlinear Projection Techniques for the Best Visualization of Facial Expression Data (얼굴 표정 데이터의 최적의 가시화를 위한 선형 및 비선형 투영 기법의 비교 분석)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.97-104
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    • 2009
  • This paper describes comparison and analysis of methodology which enables us in order to search the projection technique of optimum for projection in the plane. For this methodology, we applies the high-dimensional facial motion capture data respectively in linear and nonlinear projection techniques. The one core element of the methodology is to applies the high-dimensional facial expression data of frame unit in PCA where is a linear projection technique and Isomap, MDS, CCA, Sammon's Mapping and LLE where are a nonlinear projection techniques. And another is to find out the methodology which distributes in this low-dimensional space, and analyze the result last. For this goal, we calculate the distance between the high-dimensional facial expression frame data of existing. And we distribute it in two-dimensional plane space to maintain the distance relationship between the high-dimensional facial expression frame data of existing like that from the condition which applies linear and nonlinear projection techniques. When comparing the facial expression data which distribute in two-dimensional space and the data of existing, we find out the projection technique to maintain the relationship of distance between the frame data like that in condition of optimum. Finally, this paper compare linear and nonlinear projection techniques to projection high-dimensional facial expression data in low-dimensional space and analyze it. And we find out the projection technique of optimum from it.

Effect Cross-national Brand Personality on Preference and Revisiting in Fastfood Restaurant (한.중 대학생의 브랜드 개성이 선호도 및 재방문에 미치는 영향)

  • Lee, Sang-Mi
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.403-410
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    • 2009
  • This paper is to find out which factors affect preference and revisiting on brand personality according to cross-national college students in Korea and China, and to suggest distinguished strategies for attracting core customers continuously on each country and restaurants. The questionary hand out each 150, then used for data analysis 142 in Korean, 122 in China. The results come up with; First, It couldn't compared huge gap for McDonald and Burger King in sampling. Second, three variables (successful, harmony, and western) are highly recognized brand personality in Korean. They should build up powerful image to communicate 20's ages. For Chinese that ranked highly three variables (Darling, Friendly, and Sincere), they reinforced warm-hearted image with special character, providing promotion coupon, and various event. Third, because 2 factors(Sincere and Sensitivity) had significant in preference for Korean and Chinese. It should be formed non-producted parts which are visual decoration, atmosphere, uniform and music. Also, 'feminine' had meaningful for Chinese. Fourth, 'Sincere' was connected directly in revisiting for Korean and Chinese. Trust Is prior to customer and brand. Also, for Korean, 'sensitivity' had significant. Therefore, it should make exciting surrounding, and atmosphere.