• Title/Summary/Keyword: Realistic Experience

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The Globalization and Corporate Culture of Nestle and Samsung Electronics in Vietnam (다국적기업의 현지화를 위한 경영문화 연구 - 베트남 진출 네슬레와 삼성전자의 사례 비교 -)

  • Lee, Sing-Young;Kim, Hyoun-Chul
    • International Commerce and Information Review
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    • v.9 no.4
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    • pp.375-393
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    • 2007
  • The purpose of this study is to define the different stage of global management cultures for localization from the case study of two respective multinational corporations, Nestle and Samsung Electronics invested in Vietnam, and then to find out on how Korean multinational corporations can reduce the gap of global management culture compared to global multinational corporations. In fact, Samsung has been pretty much being on a right track from the global marketing management perspective, however still stand at the beginning stage in terms of leading the global corporate culture. In comparison to Nestle with over 130 years of worldwide business experience, Samsung Electronics having only a decade global experience as a Korean multinational corporation has been found to have an obvious gap in terms of globalization which is mainly caused by global corporate culture. Even though it doesn’t seem realistic for Korean multinational corporations to immediately catch up the gap of global corporate culture against global multinational corporations with long years of global experiences and history, Korean multinational corporations need to track the foot print of every steps of globalization particularly focused on the local management culture of global multinational corporations, so that they will be able to shorten the timing to develop the true meaning of global corporate culture being evolved from the Korean management style.

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Difference in Sexual Knowledge and Attitudes between High School and College Girls (여고생과 여대생의 성지식과 성태도에 대한 비교)

  • Kang, Seok Eun;Song, Eun Ju;Lim, Eun
    • Korean Journal of Adult Nursing
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    • v.17 no.5
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    • pp.753-761
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    • 2005
  • Purpose: This study was performed to identify the difference in attitudes and knowledge between high school and college girls regarding sexual education. Method: Data was collected from questionnaires given to 99 high school girls and 110 college girls in Seoul and Kyunggi-do. Data was analyzed using the SPSS 12.0 program. Result: In middle school, the time given to sexual education influenced the students present knowledge of sexual education. The sources of sex education were friends, seniors and mass media. The score for sexual knowledge in high school girls was 12.78 and for college girls 24.19. The field that obtained the highest score in territorial sexual knowledge was 'reproductive physiology' in the high school girls. There was little awareness of venereal disease, AIDS, contraception. Sexual attitudes among college girls was more open than that of high school girls. There was a positive correlation between sexual knowledge and attitudes(r=.535, p<.001). The significant difference of items were residence and sexual experience(p<.001). Conclusion: This study was shown that realistic knowledge teaching of venereal diseases, contraception and AIDS should be included in planning of sexual education programs. Specially, the groups had sexual experience and college girls in the dormitory will need more specific teaching.

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Professional and Scholarly Writing: Advice for Information Professionals and Academics

  • Cox, Richard J.
    • Journal of Information Science Theory and Practice
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    • v.3 no.4
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    • pp.6-18
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    • 2015
  • There has been an explosion of new research and writing about all aspects of the information disciplines. Nevertheless, both academics and practitioners often find it difficult to engage in successful writing strategies. Indeed, writing is hard work, and doing it in a way that leads to publication is an even harder task. Since reading is essential to good writing, the challenges of learning to write are obvious. In this essay, I am drawing on many years of experience in writing and publishing, as well as considerable reading of writers’ memoirs, advice books on writing, literary studies, and other perspectives on the experience of writing in order to offer a set of approaches that can be pursued over a lifetime of scholarship and practice. Writing is a craft or art to be learned, and learning demands paying attention to the audience, having clear objectives, being an avid reader, and possessing the ability to accept and learn from criticism. While information professionals and scholars incessantly write for each other, there are large segments of the public and other disciplines who they ignore. Fortunately, the tools and resources for improving one’s writing are both broad and deep; discipline and realistic strategies are all that are required to improve one’s writing and, ultimately, to achieve success in publishing.

How Internet has Reshaped the User Experience of Banking Service?

  • Nam, Kiheung;Lee, Zoonky;Lee, Bong Gyou
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.2
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    • pp.684-702
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    • 2016
  • The changes new technologies have brought to banking over the past decade are enormous in their impact on the ways of doing business and providing customer services, most notably in the areas of customer service channels. Banks have been trying to move away from the traditional, branch-based and costly staff-assisted channels toward self-assisted channels, i.e. internet banking and mobile banking, to drive down costs and improve customer loyalty. How internet and mobile have reshaped the user experience of banking service channel? To provide valuable insights for this question, this research investigates and compares customer's channel choice behavior and profit changes from bank's branch closure. Applying the propensity scoring matching method, the results of analysis demonstrates that the mobile channel can be a realistic alternative to conventional branches. Also, the reserch result shows banks can reduce conventional branches while experiencing a positive implications on their profits from the customers. Another significant implication from the research is, to accelerate the shift to digital channels, banks need to put more efforts on developing functions in the mobile channel that will allow friendly interaction with customers and consultation, such as video consultation, interactive chat, and location-based product recommendation.

A Study on the Accessibility of Contents Production in the VR Sports Class (가상현실 스포츠실의 콘텐츠 제작 접근성 연구)

  • Eun, Kwang-Ha
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.75-86
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    • 2021
  • This study examines the access index to the development of immersive contents suitable for elementary school users. The findings of this study can be used as a correct development guide for companies participating in the production of virtual reality sports room contents, by providing users with an effective content experience of education and physical exercise based on the immersive content of sports, physical education, and convergence learning linked with various sensor technologies. As for the research method, this study selected content developed based on the standardization guide of the supporting institution. Through research using expert advice, interviews with sports managers, and content experience survey, this study derived a content access standard index of the virtual reality sports room. Finally, the study verified the developed contents through advanced development applying the production standard indicators.

A Case Study of Virtual Reality Contents Development Using Experience Device (가상현실 체험형 디바이스를 활용한 콘텐츠 개발 사례)

  • Yoo, Myoung-Eun;Lee, Seok-Hee;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.208-210
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    • 2019
  • Creating a virtual reality ecosystem is more important than anything else for virtual reality, which has recently been drawing attention as a sector of the fourth industrial revolution. Virtual reality ecosystem consists of content (C), device (D), platform (P), and network (N). While content is key among these, virtual reality depends on input and output devices, so device utilization is very important. Recently, hands-on devices are being developed for realistic experiences. This study presents examples of contents development using VirZOOM, an experienced device, to reduce immersion and motion sickness of VR contents. We look forward to further promoting the development of virtual reality content in the future through this study.

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Study of the Hermeneutical Phenomenon regarding the Meaning of the Driving Force of Life Experienced by the Elderly (노인이 경험하는 삶의 원동력 의미에 관한 해석학적 현상학 연구)

  • Han, SukJung;Kang, KyungAh;Lim, YoungSook
    • Journal of Korean Public Health Nursing
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    • v.33 no.1
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    • pp.109-122
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    • 2019
  • Purpose: The purpose of this study was to understand the meaning of the driving force of life experienced by the elderly and the realistic structure of their experience. Methods: The research question was "What is the essential meaning of the driving force experienced by the elderly?". Data were collected from individual in-depth interviews between March, 2017 and May, 2017 and analyzed using Van Manen's hermeneutic phenomenological methodology to identify the essential themes of their experience. Results: Through the analysis process, 22 themes and 14 essential themes were derived. The 14 essential themes of the driving force of the life of elderly were as follows: 'Memories from the past', 'Poverty to escape', 'Hand down family's heritage', 'A body bound by marriage', 'A body necessary for old age', 'A dignified body even if they grow older', 'A body that does not want to fall', 'A fruit of my life', 'Mature real love', 'Unchanging fraternity', 'Extended family', 'An old friend with whom share my heart', 'Satisfied with the situation', and 'Expanding the breadth of life'. Conclusion: Nursing programs that assess the driving force of life supporting the elderly and supports the driving force of such a life should be developed.

Research on the Perception of Pre-service Teachers on Effective Seasonal Constellation Experiment according to School Level (학교 급별에 효과적인 계절별 별자리 실험에 대한 예비교사의 인식 연구)

  • Han, Je-Jun
    • Journal of the Korean Society of Earth Science Education
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    • v.14 no.3
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    • pp.267-276
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    • 2021
  • The purpose of this study is to research seasonal constellation experiments and to find out what are effective seasonal constellation experiments according to school salary. we organized seasonal constellation experiments with 24 elementary preparatory teachers and asked them to what effective experiments are for each school class. As a result, constellation learning through direct experience activities through role play is the most effective in elementary school, and in middle and high schools, using the stellarium program to realistically observe and reason about seasonal changes in constellations was selected as an effective experiment. Pre-service teachers recognized that experiments in which direct experience and specific manipulation activities were emphasized in elementary school, and experiments in which observation of realistic natural phenomena and reasoning activities were emphasized were effective in middle and high schools.

3D Motion Capture based Physical Fitness using Full Body Tracking Suit

  • Imran Ghani;Emily Hattman;David T. Smith;Muhammad Hasnain;Israr Ghani;Seung Ryul Jeong
    • Journal of Internet Computing and Services
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    • v.24 no.4
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    • pp.47-56
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    • 2023
  • This paper presents an approach to exercise that utilizes motion capture through the Rokoko Smart Suit. With the emergence of Covid-19, physical fitness levels have declined due to restrictions on in-person fitness classes and gym closures. To maintain physical activity, many individuals have turned to mobile applications and streaming videos. However, home workouts often lack the motivation and experience found in gyms, classes, or community centers, particularly with the presence of coaches and instructors. Additionally, instructors find it challenging to convey precise postures to their online students, and vice versa. To address this issue, the researchers propose the use of a full-body tracking suit like the Rokoko Smart Suit, which enables instructors to present a more realistic approach to physical activity. The Rokoko Smart Suit offers a 3D view of the instructor, eliminating the limitations of camera scope when streaming on platforms like Zoom or MS Teams. This technology enhances the at-home workout experience, and the incorporation of 3D virtual reality features can further elevate the realism of a workout.

Arduino Learning Content using Blender and Unity Engine (블렌더와 유니티 엔진을 이용한 아두이노 학습 콘텐츠 설계)

  • Lee, Min-Hye;Park, Hyuk-Gyu;Won, Dong-Hyun;Kang, Sun-kyung;Shin, Sung-yoon;Kang, Yun-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.386-388
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    • 2022
  • Recently, realistic contents using virtual reality and augmented reality are attracting attention as learning aids. 3D-based contents have the advantage of being able to observe and experience objects from various angles than 2D-based contents shown on a flat surface. In this paper, we propose a content design based on 3D model for Arduino learning in a virtual environment. The Arduino board and sensor were implemented using Blender, and a 3D-based simulator environment was constructed using the Unity engine. The proposed content uses the Arduino board and sensor implemented in 3D so that learners can easily experience the working principle of Arduino and the coding process.

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