• Title/Summary/Keyword: Engagement Model

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A Study on the Effect of Business Environmental Safety on the Awareness of Workers' Perception on Chemical Materials (기업의 환경안전문화가 근로자의 화학물질 인식도에 미치는 영향)

  • Na, JeongYeon;Kwon, Minji;Lee, SangChul;Cho, ManSu
    • Journal of Environmental Health Sciences
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    • v.43 no.5
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    • pp.360-369
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    • 2017
  • Objectives: The organizational culture of small-scale enterprises is influenced by a lack of awareness of industrial accidents and a business-oriented culture. Therefore, the purpose of this study is to establish a correlation between chemical awareness and worker safety, which is the reason why a company's safety environment is responsible for human factor accidents. Methods: The research model established the organizational culture, human relationships, organizational relationships, workplace culture, safety climate, and safety parameters, all of which affect the perception of chemical substances, then established safety rankings, communication, safety regulations, and safety support. Results: In order to derive the results of this study, the satisfaction level was mostly derived from the degree of engagement (+) depending on the number of years worked, in the hierarchical regression analysis. During work with chemicals, the number of years spent on the level of the service was determined by the influence of the chemical (-). Based on this company, the occurrence of chemical accidents caused by chemical materials was felt to be felt at the risk of causing the hazard to be felt, the absence of physical damage was excluded from the variables. The other variables detected in the variables were $62.8{\pm}24.4$. Conclusion: As a result, it is necessary to develop a statistical model for the verification of the hierarchical regression analysis, and the relationship between safety and awareness of the dangers of chemicals and biological agents requires periodic safety training. Job satisfaction was found to be higher if the level of awareness was sufficient.

Study on Survival Effectiveness of Intelligent System for Warrior Platform by using AWAM (지상무기효과분석모델(AWAM)을 활용한 워리어 플랫폼 지능형 조절 시스템 생존 효과도에 관한 연구)

  • Kwon, Youngjin;Kim, Taeyang;Chae, Je Wook;Kim, Juhee
    • Journal of the Korea Institute of Military Science and Technology
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    • v.23 no.3
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    • pp.277-285
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    • 2020
  • Survivability in a battle field is the most important aspect to the warriors. To analyze the survival effectiveness of warrior platform, the simulation via war-game model is an essential step in advance to the development of platform. In this study, Army Weapon effectiveness Analysis Model(AWAM) was utilized for analysis. Several weapon parameters were adjusted to apply the characteristics of warrior platform in some cases of the defense and survival system. Especially, adjusted triage possibility, probability of kill, fatality and accuracy were employed as parameters in the simulation program to evaluate the survival effectiveness of intelligent system based on the previous researches. In the future battle field or virtual space in the AWAM, the warrior platform intelligent system could react emergency treatment on time by expoiting the bio-information of man at arms. Considering the order of supply priority, special force was selected as operating troops and battle scenario without engagement was selected to measure accurate survival effectiveness. In conclusion, the survivability of defence and survival system of the warrior platform was about 1.47 times higher than that of current system.

A study of Koreans and Mexicans opinion's of Korean society's perception of Mexico (한국인과 멕시코인의 관점에서 한국사회가 가지는 멕시코에 대한 인식에 관한연구)

  • Coutino Lopez, Gloriana;Kim, Boyeun
    • Journal of Digital Convergence
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    • v.16 no.7
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    • pp.401-408
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    • 2018
  • In the past years, the influx of Korean tourists to international destinations has seen a significant rise, especially in non-Asian countries. However, Mexico is still far from a popular destination to the average Korean tourist. Using Keller's brand equity model, this paper researches Koreans' opinions and general brand image of Mexico in an attempt to identify both the positive and negative perceptions they have of this country. Keller's brand model analyses four different levels of engagement between the customers and the brand. We want to know the degree to which Koreans have been engaged in Mexico as a brand nation and as a tourist destination. Research findings through this study will reveal the needs and insights that offer opportunities relevant for the planning, creation, design and development of new approaches for Mexico's nation brand promotion.

Types of Video Content for SMEs' Digital Marketing (중소기업 디지털 마케팅을 위한 영상 콘텐츠 유형 연구)

  • Jung, Hoe-Kyung;Lee, Sung-Mi
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.441-446
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    • 2018
  • The purpose of this study is to investigate the digital media strategies for small business branding. To understand the effective strategies for promoting small business through digital content marketing, we conducted in-depth interview with small business managers. The results of in-depth interview revealed that it is critical for small businesses to start creating and including video marketing as part of their entire content strategy. Especially, small business managers considered that video that provides rich media content can boost consumer engagement and increase the time spent on a branded contents. From a managerial perspective, this study provides guide on what small businesses should consider when developing and implementing digital strategies. For future research, this study provides the guide to investigate the effects of digital contents on the brand equity of small business.

A study on the actual precision shooting training based on virtual reality (가상현실 기반 실전적 정밀사격훈련 구현 연구)

  • Lee, Byounghwak;Kim, Jonghwan;Shin, Kyuyoung;Kim, Dongwook;Lee, Wonwoo;Kim, Namhyuk
    • Convergence Security Journal
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    • v.18 no.4
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    • pp.62-71
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    • 2018
  • The rapid growth of virtual reality technology in the era of the 4th Industrial Revolution has accelerated scientification of combat training systems in addition to ICT(information and communications technology) in military field. Recently, research and development of simulators based on virtual reality have been actively conducted in order to solve sensitive issues such as increase of civil complaints due to the noise of a shooting range, prevention of shooting accident, and reduction of training cost. In this paper, we propose two key solutions: spatial synchronization method and modified point mass trajectory model with small angle approximation to overcome technical limitations of a current training simulator. A trainee who wears a haptic vest in a mixed reality environment built in MARS(medium-range assault rifle shooting simulator) is able to conduct not only precision shooting but also two-way engagement with virtual opponents. It is possible for trainee to receive more reliable evaluations in the MARS than an existing rifle simulator based on laser.

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A Study of Perception of Media Characteristics: Focused on Developing MAIX(Media Advertising Impact Index) model (매체 속성 평가에 따른 매체가치 비교 연구: 매체 광고 영향력 지수(MAIX: Media Advertising Impact Index) 개발을 중심으로)

  • Lee, Hui-Jun;Jo, Chang-Hwan
    • (The) Korean Journal of Advertising
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    • v.27 no.3
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    • pp.113-139
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    • 2016
  • The purpose of this study was to investigate perception of media characteristics inorder to provide a theoretical background for the media mix strategy. Considering the qualitative-vale of each medium, this study conducted a survey consisting of 60 academic and advertising industry experts to examine how they perceive and evaluate the characteristics of TV, radio, newspaper, OOH, Internet, mobile, and digital signage in terms of media effectiveness. The results, first, show that 'media engagement', 'effective reach', and 'behavioral targeting' are three most important indices to assess the media effectiveness. Second, the Internet was best evaluated in its various aspects according to the MAIX model, which gauges the effectiveness of each advertising medium. The study also proved that each advertising medium has unique advantages so that each medium should adopt a strategic positioning to differentiate it from other media. As such, this study provides meaningful evidences to understand the various characteristics and competitive value of advertising media and useful guidelines for media planning.

Toll-like receptor 4/nuclear factor-kappa B pathway is involved in radicular pain by encouraging spinal microglia activation and inflammatory response in a rat model of lumbar disc herniation

  • Zhu, Lirong;Huang, Yangliang;Hu, Yuming;Tang, Qian;Zhong, Yi
    • The Korean Journal of Pain
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    • v.34 no.1
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    • pp.47-57
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    • 2021
  • Background: Lumbar disc herniation (LDH) is a common cause of radicular pain, but the mechanism is not clear. In this study, we investigated the engagement of toll-like receptor 4 (TLR4) and the nuclear factor-kappa B (NF-κB) in radicular pain and its possible mechanisms. Methods: An LDH model was induced by autologous nucleus pulposus (NP) implantation, which was obtained from coccygeal vertebra, then relocated in the lumbar 4/5 spinal nerve roots of rats. Mechanical and thermal pain behaviors were assessed by using von Frey filaments and hotplate test respectively. The protein level of TLR4 and phosphorylated-p65 (p-p65) was evaluated by western blotting analysis and immunofluorescence staining. Spinal microglia activation was evaluated by immunofluorescence staining of specific relevant markers. The expression of proand anti-inflammatory cytokines in the spinal dorsal horn was measured by enzyme linked immunosorbent assay. Results: Spinal expression of TLR4 and p-NF-κB (p-p65) was significantly increased after NP implantation, lasting up to 14 days. TLR4 was mainly expressed in spinal microglia, but not astrocytes or neurons. TLR4 antagonist TAK242 decreased spinal expression of p-p65. TAK242 or NF-κB inhibitor pyrrolidinedithiocarbamic acid alleviated mechanical and thermal pain behaviors, inhibited spinal microglia activation, moderated spinal inflammatory response manifested by decreasing interleukin (IL)-1β, IL-6, tumor necrosis factor-α expression and increasing IL-10 expression in the spinal dorsal horn. Conclusions: The study revealed that TLR4/NF-κB pathway participated in radicular pain by encouraging spinal microglia activation and inflammatory response.

A Study on the Implementation of gamification in Mobile Payment Services (모바일 페이먼트 서비스의 게임화 구현에 관한 연구)

  • Chen, Tzu-Ying;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.213-226
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    • 2022
  • The importance of gamification is garnering increased attention in the corporate world. Gamification refers to using game mechanics and thinking patterns in non-game domains to promote user engagement. By reviewing the definition of gamification and related literary research, we aim to understand how to put theory into practice and determine the organization of gamification's main features. Next, in order to understand the current implementation methods of mobile payment gamification marketing. We analyze popular mobile payment apps as case studies. To examine the effectiveness of game mechanics on mobile payment marketing to determine whether there is a positive impact on brand loyalty and stickiness. The results are used to identify shortcomings in gamified mobile payment systems. Finally, we propose a gamification framework model for mobile payments and offer recommendations for underutilized game mechanics based on previous cases. Future research can reference our model for deeper studies on the effectiveness and impact of gamified mobile payments.

Multi-Label Classification for Corporate Review Text: A Local Grammar Approach (머신러닝 기반의 기업 리뷰 다중 분류: 부분 문법 적용을 중심으로)

  • HyeYeon Baek;Young Kyun Chang
    • Information Systems Review
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    • v.25 no.3
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    • pp.27-41
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    • 2023
  • Unlike the previous works focusing on the state-of-the-art methodologies to improve the performance of machine learning models, this study improves the 'quality' of training data used in machine learning. We propose a method to enhance the quality of training data through the processing of 'local grammar,' frequently used in corpus analysis. We collected a vast amount of unstructured corporate review text data posted by employees working in the top 100 companies in Korea. After improving the data quality using the local grammar process, we confirmed that the classification model with local grammar outperformed the model without it in terms of classification performance. We defined five factors of work engagement as classification categories, and analyzed how the pattern of reviews changed before and after the COVID-19 pandemic. Through this study, we provide evidence that shows the value of the local grammar-based automatic identification and classification of employee experiences, and offer some clues for significant organizational cultural phenomena.

Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.267-277
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    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.