• 제목/요약/키워드: Graphic trend

검색결과 80건 처리시간 0.022초

인사고과에 관한 국내 간호연구 동향분석 (An Analysis on the Contents and the Trend of Research of Performance Appraisal in Korea)

  • 장금성;김남영;정경희;김윤민
    • 간호행정학회지
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    • 제11권1호
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    • pp.89-104
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    • 2005
  • Purpose: The authors reviewed researches related to performance appraisal(32 researches), in order to identify the direction for future research and to establish a credible performance appraisal system. Method: Almost all of the theses and research published in 9 major journals of nursing in korea were reviewed. Results: Most of research(84.4%) were theses and all researches were used to non-experimental design; survey 81.3%, methodological research 15.6%, review 3.1%. The major subjects of study were appraisees and appraisers. Psychosocial data collection which only used questionnaire were 81.3% and carried out interview(12.5%) and delphi-method(3.1%). Data analysis methods were used frequency 78.1%, t-test 62.5%, mean/SD 59.4%, Pearson's correlation 50%, and Cronbach α 50%. Appraisal tool used or developed in studies was graphic rating scales in nine studies and ran parallel with forced distribution in 2. Also, MBO and BSC were developed. Total number of korean terms in performance measurement were 11, and english terms 15. The tendency of the terms was toward performance appraisal or evaluation. Conclusion: In the light of results, we expect development of corporate appraisal tool that can evaluate nurse competence and performance. Total performance management system also should be established.

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웹2.0 환경변화가 지리학 연구에 미치는 영향 고찰 (A Trend of Web 2.0 and its Effect on the Field of Geography)

  • 강영옥
    • 대한지리학회지
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    • 제43권3호
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    • pp.375-391
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    • 2008
  • 본 논문은 웹2.0과 지리공간 웹의 개념을 중심으로 빠르게 변화하고 있는 정보환경의 변화 동향을 분석하고, 지리학연구에서 이들이 주는 시사점이 무엇인지를 고찰해보고자 하였다. 세계적인 IT업체들이 전 세계를 포함하는 인터넷 지도를 제공하고, 인터넷 지도 기반의 매쉬업이 다양해지면서 지리학 연구에 있어 이들을 지역연구의 기초자료로 활용하고, 한편으로는 지역연구에 있어 전문가들에 의한 시각뿐 아니라 일반인들에 의한 협업지성을 활용해야 할 필요가 증대되고 있음을 알 수 있었다. 그러나 상대적으로 국내에서는 인터넷 지도기반 매쉬업이 매우 미흡한 실정으로 관련기술의 연구도 필요한 것으로 판단되었다. 예를 들면 사용자들의 정보를 인터넷지도에 위치시킬 수 있는 지오코딩 관련기술, 인터넷에 분산되어 있는 다양한 정보 중에 지리공간적 속성 추출이 가능한 정보를 쉽게 인터넷 지도와 결합시킬 수 있는 기술, 매쉬업된 정보를 보다 효율적으로 전달할 수 있는 기술 등의 연구가 필요하다.

GIS 표준 웹 서비스 적용을 위한 3차원 실내모델의 효율적 시각화 (Effective 3D Inner Model Visualization for GIS Web Service)

  • 정장윤;염재홍
    • 한국측량학회지
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    • 제27권1호
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    • pp.701-711
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    • 2009
  • 건물의 형태가 고층화되고 대규모의 복합공간을 이루게 되면서 건물의 실내공간은 더욱 복잡하고 다양한 활동들이 일어나는 공간으로 새롭게 인식되고 있기 때문에, 실내공간을 3차원으로 모델링하여 위치정보를 기반으로 다양한 분야에서 활용될 수 있도록 할 필요가 있다. 본 연구에서는 GIS 표준 웹서비스 기술과 3차원 시각화 기술을 화재 대피 시설물 관리 상권 분석과 같은 건물과 관련된 어플리케이션에 활용하여 효율적인 의사결정을 내릴 수 있도록 3차원 실내모델의 정보를 제공할 수 있도록 하였다. GIS 표준 웹 서비스를 활용하여 건물정보를 공유할 수 있도록 건물의 3차원 실내공간을 효율적으로 모델링하고 시각화하기 위한 방안을 제시하기 위해 실내모델의 다양한 구성요소들을 분할하여 모델링 된 공간데이터베이스의 지정된 데이터테이블에 저장하고, 각각을 GIS 웹 서버를 이용하여 웹서비스 할 수 있도록 설정하였다. 3차원 그래픽 렌더링 엔진을 이용하여 GIS 웹서비스로 전달되는 실내모델을 동적으로 재구성함으로써 효율적으로 3차원 시각화할 수 있는 모듈을 개발하여 다양한 어플리케이션에 활용할 수 있는 방안을 제시하였다.

만화의 영화로의 전환 : 영화 <식객>의 사례연구 (Intertextuality between Comics and Films : A Case Study of )

  • 박승현;이윤진
    • 만화애니메이션 연구
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    • 통권17호
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    • pp.97-115
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    • 2009
  • 영화는 오리지널 시나리오에 의해서만 제작되는 것은 아니다. 영화는 그것의 스토리를 소설, 만화, 연극 등의 공연예술, 그리고 이전에 제작된 영화 등 다양한 곳으로부터 차용한다. 그 중 만화는 1960년대 이후 점차 스토리 원천으로서 중요성을 부각시키고 있다. 만화가 말과 이미지가 융합된 표현매체라는 점에서 다른 형태의 스토리 원천보다 영상화작업에 좀 더 적합할 가능성이 높다. 특히 컴퓨터 그래픽의 발전으로 인해 만화에서만 구현될 수 있었던 상상의 세계가 영화에서도 실현이 가능해지면서 만화의 이미지는 만화 내에서만 머물려있지 않게 된다. 본 논문은 만화와 그것의 영화로의 전환의 관계를 고찰하고자 한다. 먼저 한국에서 진행된 만화의 영화화 작업의 사례들을 살펴보고자 한다. 그리고 허영만의 <식객>을 하나의 사례 연구로 삼아서 만화와 영화 사이의 상이한 점들을 분석하면서 만화와 그것의 영상물로의 전환의 의미를 파악하고자 한다.

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무정전 활선작업 피교육자를 위한 3차원 몰입형 가상환경 교육시스템의 개발 (3DImmersion Type Virtual Environment System : Training Interruption-free Live-Line Workers)

  • 정영범;박창현;김기현;장길수
    • 대한전기학회논문지:전력기술부문A
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    • 제53권1호
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    • pp.22-30
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    • 2004
  • As an information-oriented society comes, many people use PC and depend on database that network server has. However, the online data can be missed when a blackout happens and also a power failure effects on standard of judgment on Power Quality. Thus, it is reason of a trend using interruption-free live-line work when a trouble happens to power system. However, the 83% among the number of people who receive an electric shock experience when a laborer is doing interruption-free live-line works. In interruption-free method, the education and the training problem has been issued. However, we have a few instructors for that training. Furthermore, the trainees have short training period, just 4 weeks. In this paper, to develope the method that has no restriction of a time and place and reduce the wasteful materials, immersion type virtual reality(or environment) technology is used. The users of a 3D immersion type VR training system can interact with the system by doing same action in the real safe environment. Thus, it can be valuable to apply this training system to a dangerous work like as "Interruption-free live-line work exchanging COS(Cut-Out-Switch)". In this program, the user works with a instruction on the window and speaker and can't work other tasks until each part of the task completed. The workers using this system can use their hands and viewpoint movement as he is in a real environment but the trainee can't use all parts and senses of a real body with the current VR technology. Despite of this weak point, when we consider the trends of improvement in electrical devices and communication technology, we can say that 3D graphic VR application has a high potentiality.

테크노-사이버 패션에서의 메이크업의 미적 특성 (A Study of the Make-up Aesthetic Characteristics in Techno-Cyber Fashion)

  • 정귀숙;조경희
    • 복식
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    • 제54권7호
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    • pp.63-78
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    • 2004
  • The purpose of this study examines the characteristics of the Techno-Cyber fashion in modern fashion, and especially, how the make-up in the Techno-Cyber fashion is expressed artistically, and finally how much the make-up has its aesthetic value and significance. This study has its meaning in studying the relationship between the Techno-Cyber fashion and the make-up. Further more, the study has its significance in that it is possible to consider the interaction of the make-up by the fashion trend. The way of the study is to analyze its features that are shown in the documents of the inside and outside of the country. the study precedent, the technical journal, and the fashion picture. And also the study refers to the related contents in the searching for internet. The aesthetic characteristics of the expressed make-up is shown with the various aesthetic styles, as follows : First, the future-oriented characteristics is shown as the expression of the metallic make-up that emphasizes the glitter and glossy texture, and of the transparent make-up that emphasizes the simplicity of the body. Second, the surrealistic characteristics is expressed to the collage make-up that expresses the unexpected character with the introduction of the special materials and the position changing and the graphic make-up that destroys the standardized form. Third, the anti-cultural characteristics is expressed to the Cyber-Punk make-up that expresses the destructive and challenging image. Finally, the compromise characteristics is shown in the Ethno make-up combined the concept of the ethnic with the high technology and the Androgynous make-up which destroys the bounds of the sex.

여행용 가방 패턴 디자인 유형 분석 및 디자인 개발 (A Study on the Classification and Development of Pattern Designs Represented in Luggage)

  • 이미숙;정경희
    • 복식
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    • 제66권1호
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    • pp.135-154
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    • 2016
  • The purpose of this study is to research the characteristics and types applied to Korean and foreign luggage brands, and then develop pattern designs for the luggage by applying Korean cultural contents that meet the various fashion needs of travel goods. To select the Korean and foreign luggage brands, a web search was utilized by inputting the keyword, 'luggage brand'. The results, which were extracted from 200 web documents, produced 27 Korean brands and 29 foreign brands that met the requirements. For the data analysis, images and contents were collected through luggage brand websites, and then 927 pattern designs were extracted. The results were as follows. First, characters, figures, animals, and plants were commonly used for the pattern design motifs applied to Korean and foreign luggage. A notable trend was that these motifs were expressed in a stylistic way with a graphic touch. Also, a singular point was formed from the luggage overall, and regularly repeated patterns were very common as well. Secondly, pattern designs for luggage were developed through the application of 'Hangul', 'Hanbok', and 'Hanok'. Nine kinds of patterns were designed via the phases of change into a vector image and color adjustments, and were simulated in luggage design. Adobe Photoshop CS 7.0, and Adobe Illustrator CS 5.0 programs were used for the pattern designs and simulations. This study is meaningful in that it suggested pattern designs for different kinds of luggage in the motifs of Korean cultural contents. It can be used as a useful reference, as we are in a time period where travel goods have become individualized, advanced, and fashionable, as well as laying stress on original design based on cultural interpretation.

한국과 미국의 Emo Fashion Style에 관한 연구 (A Comparative Study on Korean and U.S. Emo Fashion)

  • 박주희;하지수
    • 복식
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    • 제58권2호
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    • pp.48-61
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    • 2008
  • This study aimed to examine emo fashion, a very recent music-related fashion trend spreading fast amongst youths, and understand emo ideas and methods of expression for a greater understanding of contemporary youth sub-cultures and fashion trends. Documentary research, positive research and in-depth interviews were used throughout the study. 4 Korean emo bands and 4 U.S. emo bands were selected based on music chart rankings, and a total of 37 photographs from the bands' Internet websites were selected, and their clothes shown in the photographs were examined. 5 Korean emo band musicians were subjects of in-depth interviews, and they were asked about their emo culture, music, fashion, ideas and styles, and photographs were taken of the subjects and evaluated, too. Lastly, Korean and U.S. emo kids were studied through photographs, and comparatively analyzed. Both Korean and U.S. emo musicians wore slim silhouettes, skinny jeans, t-shirts, sneakers, black, studded belts and plastic-framed glasses. Korean fashion expressed a less depressive atmosphere with color and other details compared to the United States, and did not prefer dark black eye make-up, which United States emo style appeared to express frequently. Korean musicians' emo fashion was closer to other youth fashions, whereas U.S. emo fashion included more formal styles such as ruffled shirts and pin-striped vests. Korean emo kids wore clothes not much different from most Korean youths, but U.S. emo kids wore a lot of eye make-up and black t-shirts with graphic or skull prints, and had more geometrical hair styles, as if cut at home. The reasons for such differences were found to be a longer emo music and culture history in the United States leading to more elaborate fashion expressions and a difference in the states of mind, such as Korea pursuing to express love, and the United States pursuing loneliness.

만성 B형 바이러스성 간질환의 예방 교육매체 프로그램 개발 (Development of Educational Materials for Management and Prevention of Chronic Hepatitis)

  • 신계영;이선옥;김매자
    • 지역사회간호학회지
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    • 제13권3호
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    • pp.503-512
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    • 2002
  • Purpose: This study was conducted to develop educational materials for preventing type B viral hepatitis infection. Prior to this study, a survey had been conducted to define the educational needs of persons with hepatitis B antigen. Method: Based on the results of the former study and a review of the literature, the content of the educational materials was confined to the transmission cycle and its prevention in type B hepatitis. A professional team that consisted of writers and producers videotaped the lectures provided by professors and instructors in a nursing school. A professional graphic designer produced the leaflet to enhance the visual effects. Results: The contents of the educational materials for type B hepatitis were composed of six parts: (1) the prevalence rate (or morbidity) of type B hepatitis antigen positive and its recent trend, (2) transformation of hepatitis. (3) transmission cycle of hepatitis infection, (4) persons who are susceptible to hepatitis and need a vaccination, (5) preventive approach hepatitis vaccination and the guideline for patients' daily lives for preventing infection and (6) questions and answers. The materials were delivered in the form of lectures, visual charts, graphics, and multi-media. Conclusion: The educational materials developed in this study may provide practical information and knowledge on strategies to prevent type B hepatitis. The educational materials may be utilized in primary health care centers or school health services.

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Development of a 3-D Immersion Type Training Simulator

  • Jung, Young-Beom;Park, Chang-Hyun;Jang, Gil-Soo
    • KIEE International Transactions on Power Engineering
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    • 제4A권4호
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    • pp.171-177
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    • 2004
  • In the current age of the information oriented society in which we live, many people use PCs and are dependant on the databases provided by the network server. However, online data can be missed during the occurrence of a blackout and furthermore, power failure can greatly effect Power Quality. This has resulted in the trend of using interruption-free live-line work when trouble occurs in a power system. However, 83% of the population receives an electric shock experience when a laborer is performing interruption-free live-line work. In the interruption-free method, education and training problems have been pinpointed. However, there are few instructors to implement the necessary training. Furthermore, the trainees undergo only a short training period of just 4 weeks. In this paper, to develop a method with no restrictions on time and place and to ensure a reduction in the misuse of materials, immersion type virtual reality (or environment) technology is used. The users of a 3D immersion type VR training system can interact with the system by performing the equivalent action in a safe environment. Thus, it can be valuable to apply this training system to such dangerous work as 'Interruption-free live-line work exchanging COS (Cut-Out-Switch)'. In this program, the user carries out work according to instructions displayed through the window and speaker and cannot perform other tasks until each part of the task is completed in the proper sequence. The workers using this system can utilize their hands and viewpoint movement since they are in a real environment but the trainee cannot use all parts and senses of a real body with the current VR technology. Despite these weak points, when we consider the trends of improvement in electrical devices and communication technology, we can say that 3D graphic VR application has high potentiality.