• Title/Summary/Keyword: Perceived obstacles

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A City Desirable for Living, A Sustainable Community - Sustainable Development and Housing Viewed through Urban Hanok Residential Areas and Hanyangdoseong Neighborhood Village in Seoul - (살고 싶은 도시, 지속가능한 공동체 - 한옥주거지와 성곽마을을 통해 본 지속가능한 개발과 주거 -)

  • Kim, Young Soo
    • Korean Journal of Heritage: History & Science
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    • v.49 no.3
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    • pp.240-255
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    • 2016
  • In many cities in the East and West during the modern period, historical resources were perceived as obstacles to urban development and were treated as deficiencies calling for development. Korea underwent a process of drastic urbanization and industrialization almost unprecedented in modern history. In this process of turmoil, cities expanded rapidly and went through a series of changes. City development followed a repeated cycle in which resources were concentrated in the city area, which, in turn, led to further development. However, such method of development is reaching its limits. In order to make a city desirable for living, it is crucial to make an effort to build a sustainable city environment where life and history coexist harmoniously. It is now time to consider how to carry forth sustainable development in the city where the past, present, and future coexist. If so, how will the future of our cities look and the form of housing change? To answer this question, we examined Urban Hanok Residential Areas and Hanyangdoseong neighborhood village, which went through rapid changes in the modern period. The Hanok, which was a commonplace sight in the past, has been perceived as an underdeveloped form of housing, easily targeted for redevelopment only a few years ago; so was the case with Hanyangdoseong neighborhood village. Yet now these are being revalued as sustainable housing areas able to coexist with the history of the city. That is, through restoration, their potential of contributing to the history and identity of the city is gaining recognition. In this regard, it holds great implications for us to look at the changes that traditional Korean housing areas and castle villages have undergone.

Comparison in the Time of Community Health Practitioners's Operating Activity (보건진료원 업무활동의 시대에 따른 비교)

  • Youm, Jung-Ho;Kwon, Keun-Sang
    • Journal of agricultural medicine and community health
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    • v.29 no.1
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    • pp.91-100
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    • 2004
  • Objectives: This study was conducted to compare the present community health practitioners(CHPs)'s operating activities with their activity in 1989. Methods: Data were obtained two hundred seventy eight CHPs by self-administered questionnaire regarding duty traits, job satisfaction, and others. Results: The number of CHPs was 255 in 1989 and 224 in 2000. Age of CHPs in 2000 was much higher than that in 1989, and married women was 64.9% in 1989 and 95.9% in 2000. Both the primary duty of CHPs in 1989 and that in 2000 was medical service, and others(maternal health, infant health, family planning, and tuberculosis management, etc) are decreased in 2000, and community health service was added to duty of CHPs in 2000. 55% of CHPs in 1989 satisfied with their job, whereas about 80% of CHPs in 2000 satisfied with their job. The CHPs perceived that their primary necessary duty among requisite duty are medical practice(57.7%), health education(31.4%), and community health service(10.9%), in contrast, unnecessary duty are family planning(68.8%), tuberculosis management(11.1%), infant health(6.3%) maternal health(5.6%). Conclusions: These results suggest that there are such alteration of job satisfaction, needs and obstacles in duty traits of CHFs. These trend of duty traits are major issues to be caught for the health service in primary health post.

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A Study on the Traditional Fast Food Development of College Students in Busan (부산지역 대학생들의 전통음식 패스트푸드화에 관한 견해)

  • Ro, Sung-Bae;Kil, Ji-Oeun;Shin, Ae-Sook
    • Journal of the Korean Society of Food Culture
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    • v.16 no.2
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    • pp.81-88
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    • 2001
  • This study is to investigate attitude by college students toward transformation of traditional food into fast food style. Data were collected from a convenient sample of 340 students who were enrolled in colleges in Busan metropolitan area. Bivariate analyses with sociodemographic characteristics were made on attitude including evaluation on effects of western fast food taking on eating practice, comparison of willingness to take western-brand fast food with traditional food in fast food style, evaluation of domestic-brand fast food, need and probability of success of operation of fast food restaurant serving only traditional food, list of kinds of traditional food could be in fast food, perceived obstacles to develop traditional food in fast food style and intention to utilize fast food restaurant serving only traditional food if available.

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Problems with ERP Education at College and How to Solve the Problems (대학에서의 ERP교육의 문제점 및 개선방안)

  • Kim, Mang-Hee;Ra, Ki-La;Park, Sang-Bong
    • Management & Information Systems Review
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    • v.31 no.2
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    • pp.41-59
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    • 2012
  • ERP is a new technique of process innovation. It indicates enterprise resource planning whose purpose is an integrated total management of enterprise resources. ERP can be also seen as one of the latest management systems that organically connects by using computers all business processes including marketing, production and delivery and control those processes on a real-time basis. Currently, however, it's not easy for local enterprises to have operators who will be in charge of ERP programs, even if they want to introduce the resource management system. This suggests that it's urgently needed to train such operators through ERP education at school. But in the field of education, actually, the lack of professional ERP instructors and less effective learning programs for industrial applications of ERP are obstacles to bringing up ERP workers who are competent as much as required by enterprises. In ERP, accounting is more important than any others. Accountants are assuming more and more roles in ERP. Thus, there's a rapidly increasing demand for experts in ERP accounting. This study examined previous researches and literature concerning ERP education, identified problems with current ERP education at college and proposed how to solve the problems. This study proposed the ways of improving ERP education at college as follows. First, a prerequisite learning of ERP, that is, educating the principle of accounting should be intensified to make students get a basic theoretical knowledge of ERP enough. Second, lots of different scenarios designed to try ERP programs in business should be created. In association, students should be educated to get a better understanding of incidents or events taken place in those scenarios and apply it to trying ERP for themselves. Third, as mentioned earlier, ERP is a system that integrates all enterprise resources such as marketing, procurement, personnel management, remuneration and production under the framework of accounting. It should be noted that under ERP, business activities are organically connected with accounting modules. More importantly, those modules should be recognized not individually, but as parts comprising a whole flow of accounting. This study has a limitation because it is a literature research that heavily relied on previous studies, publications and reports. This suggests the need to compare the efficiency of ERP education between before and after applying what this study proposed to improve that education. Also, it's needed to determine students' and professors' perceived effectiveness of current ERP education and compare and analyze the difference in that perception between the two groups.

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A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

Exploring the Factors Influencing on the Accuracy of Self-Reported Responses in Affective Assessment of Science (과학과 자기보고식 정의적 영역 평가의 정확성에 영향을 주는 요소 탐색)

  • Chung, Sue-Im;Shin, Donghee
    • Journal of The Korean Association For Science Education
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    • v.39 no.3
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    • pp.363-377
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    • 2019
  • This study reveals the aspects of subjectivity in the test results in a science-specific aspect when assessing science-related affective characteristic through self-report items. The science-specific response was defined as the response that appear due to student's recognition of nature or characteristics of science when his or her concepts or perceptions about science were attempted to measure. We have searched for cases where science-specific responses especially interfere with the measurement objective or accurate self-reports. The results of the error due to the science-specific factors were derived from the quantitative data of 649 students in the 1st and 2nd grade of high school and the qualitative data of 44 students interviewed. The perspective of science and the characteristics of science that students internalize from everyday life and science learning experiences interact with the items that form the test tool. As a result, it was found that there were obstacles to accurate self-report in three aspects: characteristics of science, personal science experience, and science in tool. In terms of the characteristic of science in relation to the essential aspect of science, students respond to items regardless of the measuring constructs, because of their views and perceived characteristics of science based on subjective recognition. The personal science experience factor representing the learner side consists of student's science motivation, interaction with science experience, and perception of science and life. Finally, from the instrumental point of view, science in tool leads to terminological confusion due to the uncertainty of science concepts and results in a distance from accurate self-report eventually. Implications from the results of the study are as follows: review of inclusion of science-specific factors, precaution to clarify the concept of measurement, check of science specificity factors at the development stage, and efforts to cross the boundaries between everyday science and school science.