• Title/Summary/Keyword: On-Line Analytic Process

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A Study on the Evaluation Method of Comprehension Task in Proverbs for the Elderly (노인용 속담 이해력 과제의 평가 방법에 대한 고찰)

  • Lee, Young-Min;Kim, Jung-Wan
    • Therapeutic Science for Rehabilitation
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    • v.10 no.4
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    • pp.25-38
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    • 2021
  • Objective : This study aimed to establish an analytic methodology that can objectively evaluate the proverb comprehension levels that vary based on the aging process. Method : This study recruited 70 normal elderly aged ≥ 65 years and performed proverb comprehension tasks using an explanation method. A scoring estimation method was designed on 3 and 5-point scales. The difficulty and discrimination levels were calculated based on the two scales, thereby selecting the final questions and evaluation scale. Results : First, the item discrimination index on the 5-point scale was relatively higher than that on the 3-point scale, and 10 items were finally selected. Second, in terms of proverb comprehension ability, the elderly group aged 70 ~ 84 years showed significantly lower performance than those aged 65 ~ 69 years. Additionally, subjects with ≥ 10 years of education showed significantly higher performance than those with 9 ≤ years of education. Third, the performance of the proverbs comprehension task negatively correlated with the reaction time of the executive function task. Conclusion : Proverb comprehension is a task that can distinctively show a deterioration of brain functions in line with the aging process even among the normal elderly group and therefore, can estimate the difference more effectively with an increase in the score of the evaluation scale.

Calculating and Improving Operational Decision-Making Indices for Public Railways by Inclusion of Non-economic Factors (비경제성 요소를 포함한 철도운행 의사결정을 위한 지표 산정 및 개선에 관한 연구)

  • Yang, Jungyu;Ha, Ohkeun;Kim, Ikhee
    • Journal of the Korean Society for Railway
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    • v.16 no.1
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    • pp.65-70
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    • 2013
  • In many cases, operation of regional trunk lines is not profitable to railway operators. Nevertheless, railway operators are under pressure to manage regional trunk lines running under deficits, to better serve public interests. Given this situation, railway operators need to optimize assets by adjusting train schedules or changing the number of trains running. When railway operators judge the operation of a regional trunk line, the B/C ratio is generally used as a management index. This ratio is not considered part of strategic operational policy over the long term, and excessively influenced by the aspects of supply and demand over the short term. Accordingly, this study focused on indices that might be used to prevent worsening deficits and provide long term strategic operation policies, main indices to better measure economic situations, and auxiliary indices to supplement the main index. The main indices were measured in conventional ways to target experts and employees. This study presents quantitative standards, which are intended to be used to create itemized criteria through an Analytic Hierarchy Process, for better decision-making.

A Groundwater Potential Map for the Nakdonggang River Basin (낙동강권역의 지하수 산출 유망도 평가)

  • Soonyoung Yu;Jaehoon Jung;Jize Piao;Hee Sun Moon;Heejun Suk;Yongcheol Kim;Dong-Chan Koh;Kyung-Seok Ko;Hyoung-Chan Kim;Sang-Ho Moon;Jehyun Shin;Byoung Ohan Shim;Hanna Choi;Kyoochul Ha
    • Journal of Soil and Groundwater Environment
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    • v.28 no.6
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    • pp.71-89
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    • 2023
  • A groundwater potential map (GPM) was built for the Nakdonggang River Basin based on ten variables, including hydrogeologic unit, fault-line density, depth to groundwater, distance to surface water, lineament density, slope, stream drainage density, soil drainage, land cover, and annual rainfall. To integrate the thematic layers for GPM, the criteria were first weighted using the Analytic Hierarchical Process (AHP) and then overlaid using the Technique for Ordering Preferences by Similarity to Ideal Solution (TOPSIS) model. Finally, the groundwater potential was categorized into five classes (very high (VH), high (H), moderate (M), low (L), very low (VL)) and verified by examining the specific capacity of individual wells on each class. The wells in the area categorized as VH showed the highest median specific capacity (5.2 m3/day/m), while the wells with specific capacity < 1.39 m3/day/m were distributed in the areas categorized as L or VL. The accuracy of GPM generated in the work looked acceptable, although the specific capacity data were not enough to verify GPM in the studied large watershed. To create GPMs for the determination of high-yield well locations, the resolution and reliability of thematic maps should be improved. Criterion values for groundwater potential should be established when machine learning or statistical models are used in the GPM evaluation process.

Establishing a Business Model for Social Enterprises in the Fields of Culture, Performance, and the Arts Associated with the Tourism Industry: Gwangju Metropolitan City (관광분야와 연계된 문화·공연·예술 사회적기업 비즈니스모델 구축: 광주광역시를 중심으로)

  • Kim, Chang-Beom;Byeon, Jang-Seop;Na, Ju-Mong
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.236-246
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    • 2016
  • Social enterprise is an organization which use business activities as a means to achieve of social purposes. It has grown sharply since 2007 in Korea. However, now it is time had to pursue qualitative growth through the development of specialized business model. This study aims to identify business components using the Analytic Hierarchy Process (AHP) with experts and to develop a tailored business model for social enterprises in the fields of culture, performance, and the arts associated with the tourism based on regional demand within Gwangju. The analysis shows that job creation should be set as the main objectives to create value, and programs that offer hands-on experience with that fields can be the core competency. Cooperation among private corporations, local governments and agencies related to that fields is essential, as are programs provided through on- and off-line platforms. To develop a value proposition, customers must be segmented among a variety of the market participants.

A Study on Critical Factor of Selecting Online Video Flatform by Using AHP (AHP 기법을 활용한 온라인 동영상 플랫폼의 선택 속성 연구)

  • Park, Seonho;Lee, Dasol;Park, Sohyun
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.42 no.4
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    • pp.173-182
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    • 2019
  • This study attempts to improve the understanding of the rapidly growing online video platform market such as Youtube and OTT, and to investigate the attributes and relative importance of them. For this purpose, the factors that influence the choice to use were derived through literature studies and the Focus Group Interview (FGI), and the priority of the factors was calculated through the analytic hierarchy process (AHP). The upper layer of the AHP structure was 'Relationship', 'Entertainment', 'Informativity', and 'Convenience', and the lower layer was structured into 13 elements. The importance priority analysis among the factors that influence the choice to use was done by teenagers, 20s, and 30s and the results are summarized as follows : First, Users consider the 'Just for fun' and 'Satisfaction of interests' as the most important factors, followed by 'Easy accessibility to use', 'Vicarious satisfaction', 'Usefulness of Information', and 'Up-to-dateness of information'. Second, the ranking of the upper layer was in the order of 'Entertainment'-'Informativity'-'Convenience'-'Relationship'.As a result of AHP,'Entertainment' was 3.6 times more important than 'Relationship'. In the comparison by age group, only teenagers regarded that 'Convenience' is more important than 'Informativity'. According to the characteristics of the age group, the lower layer of teenagers consider 'Convenient function' to be important and ranked 'Usefulness of information' in 8th. While 'Vicarious satisfaction' ranked 4th out of 13 factors in the entire age group, those in their 20s and 30s ranked 8th, showing a difference. In the case of 20s, 'Reasonable price' was ranked 4th and the 'Diversity of Information' was ranked 5th, Otherwise 30s consider 'Trustworthiness of Information' to the third. Third, unlike 'Convenience' which was the lower-rank in the upper layer AHP analysis, 'Easy accessibility to use', the lower-layer of convenience, ranked third overall in the importance analysis among the 13 lower-layer factors, and showed a similar patterns in the age groups results. In the conclusion, this study demonstrates that 'Convenience' and 'Vicarious satisfaction' factors, which were not relatively well addressed in the previous studies, are the key factors to be considered in. By presenting the results of the importance analysis on each of the selected attributes, This study has a practical implication that Industries such as on-line video service platform provider can use the importance priority in establishing the directions of future strategy.

A Study on the Development of Universal Design Evaluation System in the Public Space (공공공간의 유니버설디자인 평가체계 개발 연구)

  • Park, Cheongho
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.27 no.2
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    • pp.25-37
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    • 2021
  • Purpose: The main purpose of this study is to develop an evaluation system using the weighted-values of various users and experts for the public space to apply Universal Design, and additionally to find out the commonalities and differences by comparing the importance of evaluation indicators between users and expert groups. Method: A one-sample t-test was conducted to verify that the components of the public space to universal design application are suitable as evaluation indicators, and AHP(analytic hierarchy process) was performed to derive weight-values for the evaluation system. Results: The importance-values for the total 23 facilities to be used as evaluation indicators were derived by multiplying the weighted-values of each sector, domain, and facility by the disabled, non-disabled, and experts. To summarize the results of overall importance-values derived from the AHP, The disabled showed high-rank weighted-values in facilities of building sector > park & recreation sector > cross domain and low-rank weighted-values for sidewalk and roadway domain. The non-disabled showed high-rank weighted-values in facilities of park & recreation sector > roadway domain > building sector > cross domain and low-rank weighted-values for sidewalk domain. Experts mainly showed high-rank weighted-values in the cross domain and in facilities related to entry and movement to the target space in all sectors and domains. However, it showed moderate importance-values in the sanitary space. The disabled who are restricted to movement have a high demand for universal design in buildings consisting of vertical moving line, and non-disabled people who are not limited to physical movement have a high demand for universal design in parks and recreation sector for increased leisure time. It means that experts are important to recognize the principles of making space because they value cross domain and the key spaces and facilities for suitable the purpose of use. In addition, it can be inferred that non-disabled people have a higher demand for safety than disabled people due to their high importance in roadway domain and facilities of safety and disaster prevention. Implications: The significance of this study is the establishment of a quantitative universal design evaluation system for public spaces considering the different perspectives of the disabled and the non-disabled.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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An Importance Analysis on the NCS-Based Skin Care Qualification L3 Level of Education in Life Care (라이프케어의 피부미용 NCS기반 자격 L3수준의 교육 중요도 연구)

  • Park, Chae-Young;Park, Jeong-Yeon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.263-271
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    • 2019
  • The recent phenomenon of job "Miss Match", which is inconsistent with knowledge in the demand of educational training institutes and industries, has spread to an increase in private education costs for reeducation and employment of new hires, resulting in weak individual job competency and poor employment capability, as well as economic and material waste at the national level. To compensate for these problems, the National Competency Standards(NCS), which are available immediately in practice and look for a standard point of national job competency with the aim of fostering human resources sought by industries, were developed, and even the NCS-based qualification system was launched in line with the stream of times. This study is intended to look into the importance and priority of competency units and competency unit elements at the NCS-based qualification L3 level in the skin care field for an overall check of the NCS-based qualification level at a time when educational institutes are organizing and operating the school curriculums according to the NCS and NCS-based qualification level. And it is attempted to provide basic data for the development of curriculum in fostering professional human resources required by industries. To analyze the needs for competency units and competency unit elements at the L3 level, a survey using AHP method was carried out to a group of field experts and a group of education experts. In addition, the SPSS(Statistical Package for Social Science) ver. 21.0 and Expert Choice 2000, an AHP-only solution was used to do statistical processing through the processes of data coding and data cleaning. The findings showed that there was a partial difference of opinion between a group of field experts and a group of education experts. This indicates that the inconsistencies between educational training institutes and industrial sites should be resolved at this time of change with the aim of fostering field customized human resources with professional skills. Consequently, the solution is to combine jobs at industrial sites and standardized educations of educational institutes with human resources required at industrial sites.