• Title/Summary/Keyword: Playing environment

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The Impact of TPM Activities on the Business Performance of Small and Medium Sized Enterprises (TPM활동이 중소기업의 경영성과에 미치는 영향)

  • Lee, Jae-Sik
    • Management & Information Systems Review
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    • v.30 no.4
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    • pp.415-440
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    • 2011
  • Purposes of this paper are to find out the implementation strategy of TPM activities for SMEs through the analysis which examine the relationship between key activity factors and business performance. TPM activity has been playing a important role to strengthen the competitive power of the enterprises through the optimization of equipment management and maintenance. This study has been conducted using the data collected from 124 SMEs propelling TPM activity. By analyses of the questionnaires, empirical results shows that TPM activities has positive effect on business performance. The contribution of this study is that it provides a conceptual framework and empirical evidence of the causal relationship between key activity factors and business performance. The result of this study can be used for selection of the performance measurement indicators for target achievement in TPM activity. And it will contribute for objectivity of activity performance in case of displaying measurement indicator showing the performance of TPM activity.

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A Personalized Model and its Implementation of Real-Life Space for Providing Efficient Ambient Service (효율적인 엠비언트 서비스 제공을 위한 실생활 공간의 개인화 모델 및 구현)

  • Lim, Sora;Kwon, Yong-Jin
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.1
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    • pp.118-130
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    • 2013
  • With the advent of a new services environment based on high-speed mobile networks and high-performance mobile devices, users in real life require content-centric services that provide personalized information conveniently and efficiently. These services are defined as ambient services. To implement and support sustainable ambient services, there is a critical need to conduct research regarding practicable models and methodologies. This paper proposes an effective model for ambient services based on the personalization of real-life space. The model consists of Public Info-space, Universal Info-space and Private Info-space. We also show a methodology for implementing the model with currently available techniques in order to prove that the model and methodology constitute an applicable solution to developing true ambient services. Finally, a kind of role-playing game which is built on a real university campus is presented to show the model to be available, where the test bed infrastructure consists of wireless mesh networks and real-time location systems (RTLSes).

Interface Correction Method for Motion Recognition Game using Kinect (키넥트를 이용한 동작인식 게임의 인터페이스 보정 방법)

  • Kang, Gyeong-Heon;Kim, Eun-Seok
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.135-150
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    • 2015
  • After the release of SDK in 2011, Kinect developed for the motion recognition games has been applied not only in game but also in various fields such as science, education, and health care. It has some problems as belated responses to player's movements, a lot of noise in the recognized data, and an untraceable player when the body is partially occluded. Because of Kinect's such peculiarities of playing environment, most Kinect games require the inconvenience of Kinect's location or player's posture correction. In this paper, we propose an interface correction method that minimizes the requirements to be asked players, manages the exceptions such as noise, and enables to process consistently the player's movements in the game using Kinect. Also, we present the delay time to be considered to develop the game using Kinect through the experiment.

Implementation of a Block Link File System Supporting Fast Editing/Writing for Large-sized Multimedia Files (대용량 멀티미디어 파일 고속 편집저장을 지원하는 블록 링크 파일 시스템 설계 및 구현)

  • Jung, Seung-Wan;Ko, Seok-Young;Nam, Young-Jin;Seo, Dae-Wha
    • The KIPS Transactions:PartA
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    • v.17A no.2
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    • pp.63-72
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    • 2010
  • Recently, the need for multimedia devices, such as digital TV, and camcorder has increased. These devices provide many services on multimedia files such as playing, recording, and editing. Throughout these services, in case of storing edited large-scaled multimedia files, existing file system have several capability problems that are taking too much time and requiring disk I/O. In this paper, we propose the use of Linux Ext2 file system based 'Block-Link file (BL-file) system' in order to solve these problems. For the BL-file system, when editing and storing large-scaled files, there is no data input or output but only modification of the metadata. Additionally, by sharing data blocks between multimedia files, we can save disk spaces. Moreover, because the managing of data block sharing information is more convenient than the existing FWAE technique, we can lessen system overhead. The BL-file system is based on Ext2 file system and implemented in a Linux environment, and the usefulness of the proposed technique is validated by applying the Linux multimedia file-editing tool 'Avidemux'.

QoS Guarantee in Partial Failure of Clustered VOD Server (클러스터 VOD 서버의 부분적 장애에서 QoS 보장)

  • Lee, Joa-Hyoung;Jung, In-Bum
    • The KIPS Transactions:PartC
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    • v.16C no.3
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    • pp.363-372
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    • 2009
  • For large scale VOD service, cluster servers are spotlighted to their high performance and low cost. A cluster server usually consists of a front-end node and multiple back-end nodes. Though increasing the number of back-end nodes can result in the more QoS streams for clients, the possibility of failures in back-end nodes is proportionally increased. The failure causes not only the stop of all streaming service but also the loss of the current playing positions. In this paper, when a back-end node becomes a failed state, the recovery mechanisms are studied to support the unceasing streaming service. For the actual VOD service environment, we implement a cluster-based VOD servers composed of general PCs and adopt the parallel processing for MPEG movies. From the implemented VOD server, a video block recovery mechanism is designed on parity algorithms. However, without considering the architecture of cluster-based VOD server, the application of the basic technique causes the performance bottleneck of the internal network for recovery and also results in the inefficiency CPU usage of back-end nodes. To address these problems, we propose a new failure recovery mechanism based on the pipeline computing concept.

A Study on the Type of Playable Furniture for Emotional Development of Preschool Children (미취학 아동의 감성 발달을 위한 연령별 놀이가구 유형에 관한 연구)

  • Kim, Ja Kyung
    • Korean Institute of Interior Design Journal
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    • v.25 no.3
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    • pp.70-81
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    • 2016
  • Nowadays the preschool children spend much of the day playing indoors. Therefore, it needs the indoor environment that helps a variety of fun activities and physical development, and it requires the space configuration and playable furniture considering the emotional development for mental health. However, the furniture for fast growing preschoolers has not various types because the domestic furniture market for children is mostly baby beds and the furniture for the education of children. Therefore, this study presents the concepts and types of the playable furniture reflecting emotional design for preschool children's healthy emotion and suggests the most appropriate type of playable furniture considering play behavior by age. In this study, we investigated the physical, cognitive, social, emotional and linguistic development characteristics and play behavior of preschoolers, and derived the right type of playground equipment and furniture, and examined the types of playable furniture to help the emotional development. We derived the items to be checked for developing the playable furniture by age for emotional development, and classified preschoolers' playable furniture into the use of learning, relaxation and storage, and suggested its basic type focusing on the cases of various playable furniture developed at home and abroad. As a result, the playable furniture was divided into three types. The first is the self-play type making possible self amusement, the second is module built-up-type that consists of furniture and modules or units and creates various patterns and can be modified through the self-assembly and disassembly, and the third is IT game type grafting IT skills and a variety of electronic games to furniture. We sorted these types into three classes (1-3 years old, 4-5, 6-7) according to age and presented the type of play for each age, the play element and representative image that can be introduced to this furniture. In this study, we provided the basic design types of age-specific emotional playable furniture by analyzing these results.

A Study on the Public Space Design using Storytelling Method - Focus on the Street Design Project in Itaewon - (스토리텔링 기법을 이용한 공공공간 디자인에 관한 연구 - 이태원 거리조성사업을 중심으로 -)

  • Woo, Sung-Ho;Park, Suk-Soo
    • Korean Institute of Interior Design Journal
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    • v.19 no.1
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    • pp.245-252
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    • 2010
  • The element of the civic size is much more emphasized than that of the past national size in competitiveness of the information society and knowledge based society like today. It is for the beautiful and fresh civic creation like the civic size industry, historical culture, and environment to be the competitiveness. Especially, the city of elegant and specialized space is a role of enhancing the quality of the city than any other area. Recently, Seoul is decided as the capital of the world design in ICSID held on San Francisco at 2007. It is an opportunity for the Seoul to leap as the design city which made a miracle of the Han River as the industrial city. However, the local history, the axis of the traditional time, the axis of the space, and the direction of the local development are deficient, because the public design business is progressed in very short term and at improvising which has been done in local government. It is impossible for people to take part in actively and it is fallen down for the city to make a sustainable possibility. In this paper, I would like to find out how to make the local identity and help the local activity. It is suggested to make the fun, comfortable and playing street using the theme street by storytelling. Eventually, the object of this paper is to review the effectiveness of the method where the Itaewon of design Seoul street construction business is applied by the theme street of the storytelling.

Study on Environmental Changes of River in the Suburban Area and Transition of Relations between Residents and River

  • Hiroyuki Kaga;Kumi Kawano;Yasuhiko Shimomura;Noboru Masuda
    • Journal of the Korean Institute of Landscape Architecture International Edition
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    • no.2
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    • pp.185-191
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    • 2004
  • This study dealt with the Kogi River, located in Kaizuka City, Osaka, which has experienced different improvements from the upper through the lower regions, aimed at revealing temporal relations between residents and the river, as well as probing future problems and directions regarding the river in the suburban area, by conducting a survey of local residents. The result showed that, in the upper region where nature remains in its natural state and the good water quality has been maintained, the relations between the residents and the river continued until around 1965; meanwhile in the middle region the relations have been disappearing since about 1955, and in the lower region where the stream has been repeatedly rehabilitated since 1955, there are fewer involvements of the people with the river. It also revealed that the weaker the relations between people and the river became, the larger the number of residents, even in the upper region, who became concerned over the deteriorating river environment after about 1975, and that in the middle and lower areas, about a decade earlier than in the upper area, the number of those who were aware of the environmental deterioration began to increase. Consequently, with an eye to resuming the relations between people and the river in an suburban area, their future challenges would be the space improvements depending on the environmental characteristics of the area; for example, the recovery of grassy banks for the purpose of protection in the lower region; the preservation and maintenance of many waterside woods as well as the creation of open spaces utilizing the river banks in the middle area; and throughout the whole region, the establishment of a system in which the relations between man and the river can be passed down to future generations, by utilizing the local human resources including those who know the former river landscapes or about the playing in and around the river.

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SAR Remote Sensing Technology Development and Application in China

  • Jing, Li
    • Proceedings of the KSRS Conference
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    • 2002.10a
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    • pp.448-453
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    • 2002
  • Remote sensing technology is one of the most powerful tools for human to know the nature and their living environment. However, before microwave remote sensing was developed and applied, remote sensing application was limited strongly by weather and time. Microwave remote sensing technology solves the problem. It makes us to have the capability to acquire information at all time of the day and under all weather condition, and make remote sensing technology be used in more wider area. Microwave remote sensing system include mainly Synthetic Aperture Radar (SAR), Microwave Radiometer, Microwave Scatterometer, and Altimeter (ALT). As SAR can acquire image whose spatial resolution is similar with visible and infrared image, it is paying much attention to and playing a more and more important role in earth observation. In recent year, the development of new SAR technology (multi-band and multi-polarization technology, InSAR technology, D-InSAR technology, and so on) makes SAR remote sensing go to an new stage, and its application area become more and more widely. The first Synthetic Aperture Radar (SAR) in the world appeared in 1960. After that, SAR and its application all developed very fast. Some radar satellites launched and run (include Seasat-A in 1978, ERS-1 in 1991, JERS-1 in 1992, Radarsat in 1995, and so on) promote SAR research and application in world greatly. China began to develop its SAR sensor and research SAR application in 1970s. After more than 30 years' research, it get some important development in sensor development data processing method, and application. Some operational systems have been used and play an important role. This paper will introduce the development of SAR technology and its application in China.

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Students' Perspectives towards M-learning Achievement, and Disposition towards Mathematics Using a mobile phone (Mobile-Learning에 의한 수학학습에서 학생들의 인식변화, 성취도, 및 성향에 대한 연구)

  • ChoiKoh, Sang-Sook
    • Communications of Mathematical Education
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    • v.23 no.3
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    • pp.863-885
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    • 2009
  • In the era of wireless internet, we are apt to use a mobile phone for learning mathematics, besides the pc computer and the notebook computer. This study was to investigate the effect of M-learning when students were given a wireless mobile phone in terms of their perspectives towards the use of a mobile phone, achievement and attitudes towards mathematics. They were the 3th grader in a high school, who were expected to take Aptitude Test for the entrance of the university level. The most students who took an ubiquitous environment of M-learning showed it as a benefit for learning mathematics and did not spend time at other activities such as listening to music, sending text-message, playing games, etc, but at the M-learning activities. The students who engaged in the M-learning activities were improved a significantly higher score at Aptitude Test than the students who took the make-up courses in the school and also did a significantly higher disposition towards mathematics which was caused by curiosity among 7 components of the mathematical disposition.

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