• 제목/요약/키워드: Experience Model

검색결과 3,581건 처리시간 0.038초

Decision-making Reliability Estimation Model based on Building Construction Project Participants' Experience

  • Kim, Chang-Won;Kim, Baek-Joong;Yoo, Wisung;Cho, Hunhee;Kang, Kyung-In
    • 한국건축시공학회지
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    • 제13권2호
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    • pp.148-158
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    • 2013
  • Generally, building construction projects have a complex decision-making process because of the participation of various agents. In this situation, a final decision is arrived at by relying on subjective judgments based on the experience of project participants. For this reason, a method of assessing the objectivity of opinions is needed. In previous studies, the multi-criteria decision making method was applied to arrive at a final decision objectively, but this method has a limitation, in that the experience of each decision maker is not considered differently in the decision making process. Therefore, this study proposed a theoretical model using the S-shaped growth curve and regression analysis by building construction project type to quantitatively estimate decision-making reliability according to the experience of individual project participant`s. The developed model could be added to the Multi-criteria decision making method, and secure the objectivity and reliability of project participants' final opinion.

산업재해 입원환자를 위한 사례관리실천모형의 효과성에 관한 연구 (A Study on Efficiency of Case Management Practical Model for Industrial Injury Inpatients)

  • 백은주
    • 한국직업건강간호학회지
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    • 제10권1호
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    • pp.24-40
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    • 2001
  • This study is to observe the effectiveness of the applied model and to present the improvement plan and directions for development for the case management practical model suitable for the actual condition of Korea Labor Welfare Co. and needs of the industrial injury patients. The concrete purpose of this study is: First, observe the difference of stressor experience and experience degree between the experimental group and the comparative group. Second, observe the difference of stress of the experimental group and the comparative group. Third, find out how the stress affects the support degree and satisfaction degree. Fourth, present the improvement plan of case management model, which can promote the psychosocial rehabilitation of the industrial injury patient based on the research results. The outline of the main research results identified in this study is as follows. The stressors the industrial injury patients perceived are health problems, family matters, the problems concerning hospital recuperation (hospital staff and environmental problems), economical problems, problems of coming back to society, problems with companies, problems with Korea labour Welfare Co. and other problems. And the experience of stressor was prominently lower in experimental group than comparative group in the whole problem, health problem, problems with Korea Labour-Welfare Co. and other problems. The stressor experience degree was conspicuously lower in experimental group in the whole problem experience degree, health problem experience degree, problem with Korea Labour Co. experience degree and other problem experience degree. Besides whether or not the case management is applied is having a prominent affect on the primary factor affecting the stressor experience degree, therefore the patients applied with case management has less stressor than the patient who didn't. The difference of degree of tension experienced by the stressor in both groups, the degree of stress, was not conspicuous in statistics so it shows that the application of case management in this research has not affected the degree of tension. The field which had been the most help was emotional support in help level the experimental group perceived through applying case management about industrial accident patients and recuperation, compensation problem, medical treatment problem, family matters has been helpful in this order. The help level of the whole problem was in higher level than the middle value. The stress factor which affects the case management problem settlement is the whole body of stress. The satisfaction level of help through applying case management was highest in emotional support and family matters, recuperation problem, company problem, compensation problem, and medical treatment problem was the next highest. The satisfaction level of the whole problem was higher than the middle value. The stress factor affecting the satisfaction level of help is the whole body of stress. Therefore to reduce the stress level of industrial accident patients and for them to come back to local societies, we need to reinforce the continuance and responsibility of case management model, increase staff, reinforce the role of counsel and medical treatment, intervene in the patient's plan of leaving the hospital, develop social support system and the need to establish After Care Center.

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연상된 사용자 경험정보 축척 및 분석을 위한 AUX 모델 (AUX Model for restoring and analyzing Associative User Experience informations)

  • 류춘열;양해술
    • 한국콘텐츠학회논문지
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    • 제11권12호
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    • pp.586-596
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    • 2011
  • 현재 IT 분야는 응용을 수행하는 처리 장치가 소형화, 고성능화되고, 센서 기술의 비약적 발달로 인해 다양한 스마트 기능 실현이 가능해지고 있다. 특히, 측정된 사용자 정보를 기반으로 다양한 분석 및 예측을 시도하는 UX(User Experience) 분야는 UI(User Interface)를 중심으로 최근 연구가 활발히 진행되고 있다. 그러나 실세계에서 행동하는 사용자 경험 정보를 효과적으로 분류하고 저장하는 표준화된 형식의 공통 프레임워크에 대한 연구는 아직 미비하다. 본 논문에서는 실세계에서 센싱되어 해석되는 다양한 사용자의 행동정보를 체계적으로 저장 및 참조하기 위한 정보 표현 모델로 AUX(Associative User Experience) 모델과 처리구조를 제안하였다. 이러한 표현모델과 처리체계 분리는 인문적인 사용자 정보의 특성과 기술적인 처리체계의 독립을 통해 AUX 모델 적용 및 처리체계에 전문성과 생산성 및 유연성을 보장한다. AUX 모델은 관심 있는 사용자의 다양한 동작 정보를 확장된 E-TCPN 모델을 이용하여 표현하였다. 그리고 AUX 모델을 응용에서 참조할 수 있도록 XML을 이용한 자료구조로 표현하였다. XML로 표현된 AUX 모델은 응용에서 처리할 수 있는 AUX 정보처리 아키텍처를 설계하고, 이를 적용하여 성능 분석을 수행하기 위해 VOD 서버의 스트리밍 트래픽을 할당하는 MPP 알고리즘을 개선하여, AUX가 처리되는 과정을 나타내었다. 그리고 성능을 분석하기 위해 VOD의 MPP 트래픽 할당 기법에 적용하고, 동작을 시뮬레이션 하였다. AUX 모델을 적용한 MPP 트래픽 할당 알고리즘은 적용하지 않은 알고리즘에 비해 재생 편차가 10.41% 향상되었음을 알 수 있었다. 성능분석 결과는 사용자의 접근 매체 유형과 접근 콘텐츠 정보를 AUX로 변환하여, 동적 트래픽 할당을 위한 MPI, CPI 계산 결과가 스케듈링에 반영되어 재생 성능이 향상 되었음을 알 수 있었다.

경험 메타버스 서비스에 있어 사용자의 선호도를 고려한 아바타 활용 방안 모색 (Searching for Ways to Utilize Avatars in Consideration of User Preferences in the Experience Metaverse Service)

  • 박성숙;조일현
    • Journal of Information Technology Applications and Management
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    • 제30권2호
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    • pp.45-57
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    • 2023
  • Efforts to build metaverse platform services and expand profit structure are developing in a more realistic direction. The metaverse, which has been centered on 'creation and economy' and 'discovery', will evolve into an 'experience' metaverse, creating tangible business effects where satisfaction with the user experience leads directly to purchase. In this paper, the condition of the avatar used as a medium of economic activity between the metaverse platformer and the user and the business utilization plan were sought. In addition, a new 'metaverse business model' was proposed based on 'experience, discovery, creation and economy', and in particular, it was intended to lay the foundation for the experience metaverse to further develop in the form of 'business experience'. In addition, a survey was conducted on the 'application of metaverse service and avatar' targeting the MZ generation, the main customer base of the current metaverse service. In order to provide a service that satisfies the user, it was concluded that the appearance of the avatar needs to be changed according to the purpose and function. Accordingly, we propose an 'selective switch mode' that can change the avatar's appearance at the desired timing according to the 'experience' and 'purchase purpose' of each metaverse service area. In addition, by strategically utilizing the 'Digilog' psychology, we believe that it will be possible to promote the influx of new users while increasing the loyalty of existing users to the platform. Through the establishment of 'avatar purchase system' by 'selective switch mode' and 'avatar decorating system' by 'digilog' strategy, the experience metaverse, which has been focused on 'digital twin experience' so far, is As it develops into 'business experience', it is expected that the user experience can be further satisfied.

6시그마 혁신활동에 있어서의 구성원 성공체험이 기업성과에 미치는 영향 (The effects of employee's success experience on business performance in six sigma activities)

  • 이난영;신익주
    • 품질경영학회지
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    • 제37권3호
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    • pp.10-17
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    • 2009
  • This study developed a new model for evaluating effects about the success of six sigma activities. This model consists of four constructs such as success of six sigma, employee's success experience, customer satisfaction, and business performance. Structural Equation Modeling (SEM) is used to analyze causality among the four constructs. Hypothesis were tested through a field study conducted for one hundred and thirty-one project leaders, who were asked to evaluate their experiences of six sigma projects. The results indicate that six hypothesis are statistically significant. As a result, the success of six sigma doesn't influence the customer satisfaction directly, but it influences customer satisfaction indirectly through employee's success experience. We find out that control for employee's success experience is important as well as success of six sigma in business innovation. Otherwise business performance is influenced directly by success of six sigma, that is business performance isn't influenced directly by employee's success experience but influenced indirectly through customer satisfaction. This study found that the change management raising employee's success experience is important in Six Sigma.

모바일 게임에서 내적동기가 플레이어의 경험에 미치는 영향 분석 (Analysis of the Influence of Intrinsic Motivation on Player Experience in Mobile Games)

  • 풍정위;이홍매;김치용
    • 한국멀티미디어학회논문지
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    • 제25권11호
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    • pp.1591-1600
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    • 2022
  • With the prosperity of Internet, the game industry is occuping an important position in the national economic system. The study on the game industry which has been drawing eyes from researchers is of great significance. Many scholars have done researches on game motivations, but the elements of intrinsic motivation are still in the exploratory stage. This study determines the dimensions of the influencing factors of players 'intrinsic game motivation and their game experience by adopting the method of literature research. A theoretical model is established to explore the influence of intrinsic game motivation on players' game experience. Questionnaires from players of "The Honor of Kings" are collected through the Internet. SPSS 21.0 is utilized to test the model and hypotheses, and finally the results of the data are analysed. It verifies that intrinsic motivation mainly consists of four components: achievement, social interaction, immersion and escapism. By exploring the influence of the four elements on players' experience, it is concluded that the players' immersion and social interaction have a greater positive impact on their game experience. It is indicated that a better game design highlights the storyline of the game and the interaction system is of importance to enable players to gain a better game experience.

내러티브에 기반한 교육과정 장학 모형 개발의 예비적 탐색 (Preliminary Study of Developing the Curriculum Supervision Model Based on the Narrative)

  • 신영수;강현석
    • 수산해양교육연구
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    • 제23권3호
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    • pp.486-502
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    • 2011
  • The purpose of this study is to investigate the model of curriculum supervision that can substantialize the educational value by studying actual condition and problems of present curriculum supervision. And this study focuses on reciprocal actions based on communication and dialogs. As the model of supervision mentioned above, this research proposes the supervision model of curriculum based on narrative. We need to move the view point of bureaucratic administrative supervision to new vision. For the supervision matched with this new approach, the teachers' experience has to be reinforced by dialogs and communication between school members and the person in charge of supervision in the mood of respect. The educative value of school can be recovered by the narrative through interaction, respecting school members' experience and meanings in their life according to personal practical knowledge based on teacher's experience, forming the school community by mutual communication, and constructing school culture coping with change of new environment.

Analyzing Customer Experience in Hotel Services Using Topic Modeling

  • Nguyen, Van-Ho;Ho, Thanh
    • Journal of Information Processing Systems
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    • 제17권3호
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    • pp.586-598
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    • 2021
  • Nowadays, users' reviews and feedback on e-commerce sites stored in text create a huge source of information for analyzing customers' experience with goods and services provided by a business. In other words, collecting and analyzing this information is necessary to better understand customer needs. In this study, we first collected a corpus with 99,322 customers' comments and opinions in English. From this corpus we chose the best number of topics (K) using Perplexity and Coherence Score measurements as the input parameters for the model. Finally, we conducted an experiment using the latent Dirichlet allocation (LDA) topic model with K coefficients to explore the topic. The model results found hidden topics and keyword sets with high probability that are interesting to users. The application of empirical results from the model will support decision-making to help businesses improve products and services as well as business management and development in the field of hotel services.

고혈압환자의 치료순응도에 영향을 미치는 요인 (Factors Affecting Patients' Compliance with Antihypertensive Medication in a Rural Area)

  • 배상수;이인숙;김순미;우선옥;이영조;김병익;한달성;이석구
    • 보건행정학회지
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    • 제4권1호
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    • pp.25-48
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    • 1994
  • Noncompliance with treatment is a serious problem in the management of hypertension. We explored self-reported medication taking compliance behavior of 194 high blood pressure patients using modified health belief model hypothesizing interaction between model components. Data were collected from patients resistered hwachon community hypertension control program during February, 1993. Bivariate analysis showed perceived severity of complication, present symptom experience(p<0.05), perceived severity of hypertension and education leve(p<0.01) were significantly related to treatment experience. Logit analysis revealed that perceived severity of hypertension, perceived benefits of treatment, perceived barriers to treatment and interaction term between perceived severity of hypertension and perceived benefits of treatment contributed treatment experience. Health education from mass media was siglificantly related to continuity of treatment. We also concluded that the inclusion of interaction effects between health belief model components and the use of patient group as analysis unit lead to better study results.

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경험디자인을 적용한 모바일 상품 컨셉 개발에 관한 연구 (A Study on the development of mobile system for younger generation based on the experience-based product development process)

  • 이종호
    • 디자인학연구
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    • 제17권3호
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    • pp.421-430
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    • 2004
  • 상품개발에 있어서 사용자 경험(User Experience)이란 특정한 상황에서 사용자가 기능적 / 감성적인 충족의 집합을 의미하는 것으로, 최근 들어 정보 가전, 컨텐트 사업자, 통신망 사업자 등에게 사용자 경험을 기반으로 하는 경험 기반 디자인이 주목받고 있다. 그러나 막상 경험 디자인 프로세스를 도입하기 위해서는 1) 학계에서 제안된 경험 기반 상품 개발 프로세스는 개발 프로세스가 너무 길고 복잡하여 전폭적인 도입에 엄두가 나지 않는 다는 점, 2) 기존의 상품 개발 프로세스와의 접목이 부자연스럽다는 점, 그리고 3) 전반적으로 경쟁상황에서 빠르고 효율적인 상품 개발 프로세스를 원한다는 점등의 문제가 선결되어야 한다고 지적하고 있다. 따라서 본 연구에서는 경험 디자인 행위를 지원해 주는 도구 개발에 초점을 맞추어 사용자 욕구 모델링, 디자인 전략 모델링, 경험 상품 모델링 등의 모델링 기법을 제안하고, 이를 상품 개발에 활용하는 방안을 제시 하고자 하였다. 이를 위하여 개발된 모델링 기법을 초등학생을 위한 모바일 게임 컨텐트 개발 프로젝트에 적용하여 그 가능성을 살펴보았으며, 또한 모델링 기법의 제한점 및 개선점도 발견할 수 있었다. 전반적으로 본 모델링 기법은 1) 사용자 조사의 유연성을 확보하는데 기여를 하였고, 2)사용자 조사와 상품 개발의 연결고리를 매핑과 평가를 통하여 마련하는 것이 가능하였고, 3) 동시에 다양한 팀원의 참여를 가능케 한다는 점등이 확인되었다.

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