• Title/Summary/Keyword: Surveying Industry

Search Result 221, Processing Time 0.021 seconds

One-dimensional Modeling of Airborne Transient Electromagnetic using a Long Grounded-wire Source (지상 송신원 항공 전자 탐사 1차원 모델링)

  • Cho, In-Ky;Kim, Rae-Yeong;Yi, Myeong-Jong
    • Geophysics and Geophysical Exploration
    • /
    • v.18 no.4
    • /
    • pp.216-222
    • /
    • 2015
  • Airborne transient electromagnetic (ATEM) surveying was introduced several decades ago in the mining industry to detect shallow conductive targets. However, conventional ATEM systems have limited depth of investigation because of weak signal strength. Recently, the grounded electrical source airborne transient electromagnetic (GREATEM) system was proposed to increase the depth of investigation. The GREATEM is a semi-airborne transient electromagnetic system because a long grounded wire is used as the transmitter. Traditionally, ATEM sounding data have been interpreted with 1D earth models to save the computing time because modern ATEM systems generally collect large data sets. However, the GREATEM 1D modeling requires numerical integration along the wire, so it takes much more time than the 1D modeling of conventional ATEM. In this study, the adaptive Born forward mapping (ABFM) was applied to the ATEM 1D modeling because the ABFM is incommensurably faster than the ordinary GREATEM 1D modeling. Comparing the results from ordinary and ABFM 1D modeling, it was confirmed that the ABFM can be applied to the 1D modeling of GEATEM.

A Study on the User Immersion and Loyalty of MMORPG Avatar Customization (MMORPG에서 아바타 커스터마이징의 유저 몰입요인과 충성도에 관한 연구)

  • Yang, Gi Hyun;Paik, Chul-Ho
    • Journal of Korea Game Society
    • /
    • v.13 no.2
    • /
    • pp.17-28
    • /
    • 2013
  • The development of technology has enabled users to customize avatars using various combinations and appearances in MMORPG. This study investigated the loyalty and user immersion factors of MMORPG avatar customization, which included personal factors (self-esteem, self-efficacy) and environmental factors (challenging spirit, sense of unity). immersion factors were extracted and a research model was established by observing precedent studies conducted on Flow theory and on the development and transformation of avatars. This study established a theory based on a developed research model and by surveying the users of AION, a MMORPG game, who actively enjoyed avatar customization, after determining measurement items based on precedent studies. The research results showed that self-esteem, a challenging spirit and sense of unity must be enhanced to increase the customization immersion. In addition, research results showed that the degree of loyalty increased with higher customization immersion.

A Study on the Cognition and Requirement among the Interior Design Field Workers to Vocational High School Graduate (실업계 고등학교 실내디자인 전공 졸업생에 대한 산업현장의 인식 및 요구에 관한 연구)

  • 오혜경;김대년;천진희
    • Korean Institute of Interior Design Journal
    • /
    • no.29
    • /
    • pp.11-18
    • /
    • 2001
  • The purpose of this study is to desirable curriculum for interior design major in vocational high school in order to enhance their competitiveness. The study has been carried out by surveying the cognition and requirement among the people who are working in interior design field. The major findings from the survey research are summarized as follows : 1) Hiring vocational high school graduate is positively responded over sixty percentage. The main reason to hire interior design major in vocational school is because of firm believing their capabilities and their own specialties rather than academic degree. 2) It is believed that new vocational high school graduate is lacking behind in most area at the beginning comparing with new college graduate. However it is believed that high school graduate will become equal to the college graduate after a few years and they are more specialized in certain area that college graduate. 3) The most recommendable area for the vocational high school graduate are CAD and Interior Construction Work. 4) The appropriate text book content of (:AD and interior construction work based on the requirement from the industry are as follows ; Regarding to CAD, a specialized textbook for CAD should be written. It is desirable to) educate how to express plan, elevation, perspective drawing and how to develop the presentation skills. Regarding to the Interior Construction Work desirable to develop a specialized textbook and include on the job training program. On the job training is expected to give a practical knowledge and experience by monitoring and drawing by himself every steps from the architectural area to the material selection.

  • PDF

Development of Performance Measures Based on Nursing Process for Admission and Discharge Care (간호과정 적용 평가도구 개발 -입원 및 퇴원 시 간호를 중심으로-)

  • Kim, Keum Soon;Kim, Jin A;Choi, Yun Kyoung;Kim, Eun Man;Kim, Yu Jeong;Kim, Mi Ae;Kim, Kyoung Ok;Kim, Eul Soon
    • Journal of Korean Clinical Nursing Research
    • /
    • v.17 no.2
    • /
    • pp.123-137
    • /
    • 2011
  • Purpose: This study was conducted to develop standards ensuring nursing process-based care of patient admission and discharge, to develop a performance measurement tool evaluating the care applied according to the standards, and finally to determine validity of the standards and the tool. Methods: The standards and the tool were reviewed by a panel of experts and refined based on the panel's suggestions. Validity of the standards and the tool were examined through surveying a total of 302 hospital nurses. Results: The mean validity scores of the performance measurement standards and the tool were 4.11 and 4.09, respectively, out of 5.00. So the performance measurement standards and the tool in this study were found to be acceptable in evaluating quality of nursing care provided at patient admission and discharge. Conclusion: This result indicates that the performance measurement standards and the tool developed in this study are valid instruments to monitor and improve quality of nursing care for patient admission and discharge.

Survey on the Wearing and Fit of Dress Shirts for Middle-Aged Men -Focused on Difference according to Stature Group- (중년 남성의 드레스셔츠 착용 실태와 맞음새 조사 - 키 집단에 따른 차이를 중심으로 -)

  • An, Dong-joo;Lee, Jeong-yim
    • Fashion & Textile Research Journal
    • /
    • v.20 no.6
    • /
    • pp.679-689
    • /
    • 2018
  • The purpose of this study was to investigate the wearing & fit of ready-made and online custom dress shirts by surveying middle-aged men aged 40-54 years in order to collect information necessary for making good fit dress shirts. Also, we analyzed whether there were significant differences in the actual wearing of dress shirts according to the stature of middle-aged men. The stature was classified according to KS K 0050 as $R(157{\leq}x<170)$ and $T(170{\leq}x<182)$. The 23 questionnaire items were divided into three categories: 'General purchasing behavior and wearing', 'Fit satisfaction of ready-made dress shirts' and 'Wearing and fit satisfaction of online custom dress shirts'. Through the results of the study, we could understand the actual wearing condition of ready-made and online custom dress shirts. Also, differences in stature groups were found. The significant differences according to the stature groups were found in the interest in fashion, the purchase criteria, the limitation of the shirt size selection due to stature and body shape, shirt size satisfaction, repair experience, dissatisfaction with purchase and the experience of purchasing online custom dress shirts. Suggestions should be made to improve dissatisfaction with stature groups in the ready-made dress shirts. In addition, the study confirmed the consumer demand for the online custom dress shirts. In order to activate the online custom market, the online custom dress shirts company needs to reduce consumer dissatisfaction and improve size suitability.

Effect of the Consensus among Stakeholders on Project Performance in Construction Industry (건설 산업에서 이해관계자들의 인식 부합이 프로젝트 성과에 미치는 영향)

  • Kwon, Jang-hyun;Lee, Tae-won;Kim, Seung-chul
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.42 no.3
    • /
    • pp.232-241
    • /
    • 2019
  • Stakeholder management in construction projects is an important factor in project performance creation. The purpose of this study is to verify the effect of the recognition of the importance of the quality influence factors among the stakeholders of the construction project on the perceived quality and the project performance. The impact of the project management methodology on the project performance has been actively researched, but there is little research result on the project stakeholders. The projects to be researched are apartments and buildings that have been completed within the last five years of domestic large construction company. The method of survey is to measure the consensus of the importance of the quality influential factors among the three parties such as the ordering party, the design supervisor and the constructor, and confirm whether the agreement affects the quality of the actual project. Finally, the research model was verified by surveying the satisfaction of the client on the final product. The results are as follow. The degree of agreement on the importance of quality influential factors among stakeholders has a significant effect on perceived quality. In the relationship between perceived quality of influence factors, organizational (support) quality influenced technological quality and managerial quality, and technological quality and managerial quality also have significant influence on resource quality. The results of analysis showed that perceived quality of resources strongly influenced project performance. The remaining three experienced qualities also significantly affect project performance.

The Determinants of the Turnover Intention of Korean Film Crews : Using Ordered Logit Model (한국 영화제작인력의 이직의도의 결정요인 : 순서형 로짓분석을 이용한 분석)

  • Lee, Hee-Jin;Lee, Won-June
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.8
    • /
    • pp.255-264
    • /
    • 2019
  • This study focuses on the recent turnover of film crews in Korean film industry. Determinants that could have a significant impact on the turnover of film crews are identified through empirical research, in order to seek measures to prevent the loss of experienced film crews. In order for respondents to verify research questions regarding turnover of the film crews, ordered logistic and marginal effects analysis using SPSS and STATA are conducted with the data obtained by surveying 402 film crews in various areas. Data analysis revealed that the variables that have a significant effect on the turnover of film crews are artists' identity, job rank, career barrier and job satisfaction. The characteristics of risk groups with high turnover can be concluded that they are low in job rank and have many career problems, poor job satisfaction and strong identity as a labourer rather than artist's identity. Based on the main findings, practical implications are discussed.

Factors Affecting Workers' Willingness to Report Incidents in Chemical Plants (화학 공장에서 근로자의 사건 보고 의지에 영향을 미치는 인자)

  • Kim, Beom Soo;Lee, Jong Bin;Jung, Seung Rae;Jin, Sangeun;Chang, Seong Rok
    • Journal of the Korean Society of Safety
    • /
    • v.34 no.3
    • /
    • pp.57-64
    • /
    • 2019
  • Lack of incident reporting culture has been pointed out as a potential risk factor across industries. Consequently, comprehensive understanding of the factors affecting the willingness to report (WTR) is necessary. However, our knowledge on the related studies are not enough to date and even most parts of the existing studies have focused on patient safety, which makes it difficult to universally apply the factors to all industries. Therefore, this study aimed to identify WTR factors in chemical plants and evaluate the influence degree of the factors. To do this, 45 candidate factors were summarized throughout the previous studies and surveying plant safety staff. A questionnaire survey was conducted for 614 all employees from 9 chemical plants which belong to one company, and finally 32 WTR factors were identified throughout 520 responses. Of these, 19 factors were consistent with the previous studies and 13 factors were newly identified. The most influential factor was 'Views on the necessity of incident reporting', and 'Reporting practice by outcome severity', 'Fear of vilification, conflicts, blame, or sanctions' were followed. This result not only suggests various WTR factors suitable for chemical plants, but also shows need to derive specific factors that are appropriate to each industry. An empirical study could be expected to increase incident reporting by using these factors and verify its effectiveness on injury rate.

Analysis on Continuous Usage Intention of Chinese Mobile Games from the Perspective of Experiential Marketing and Network Externality

  • Lei, Bo;Lee, Jungmann
    • Journal of Information Technology Applications and Management
    • /
    • v.27 no.6
    • /
    • pp.197-224
    • /
    • 2020
  • Mobile games have become one of the most important driving forces of the game industry. We focus on the continuous intention to use Chinese mobile games from the perspective of experiential marketing and network externalities. We integrate user experience, network externalities and flow theory into expectation confirmation model and explore the influencing factors of continuous usage intention of Chinese mobile game and propose a research model. Game experience, service experience, perceived enjoyment, social interaction, challenge, perceived number of users and perceived number of peers were employed as independent variables, while flow, perceived value and satisfaction as mediating variables and continuous intention as the dependent variable. After surveying 426 samples, the model is tested with structural equation model. The results reveal that perceived enjoyment significantly positively influences perceived value, flow, satisfaction, and continuous intention. The greater the enjoyment of the game, the greater the satisfaction of the game and the greater the willingness to use it continuously. Game experience has a significant direct effect on continuous intention, which indicates that a better game experience can retain more users. Service experience and perceive number of peers positively influence satisfaction. Another finding is that social interaction and perceived number of users positively influence perceived value and flow, which indicate that social attributes are critical roles for retaining users. Game challenge also positively influences flow. The proper level of challenge is more likely to cause users to enter the state of flow. Flow indirectly influences continuous usage intention through the satisfaction of the game, which indicates that satisfaction is driven by flow experience and further retaining users. Empirical results implied that mobile game companies need to focus on improving user experience, expectation satisfaction and extending network externalities to improve the continuous intention of using mobile game.

Enhancing the digitization of cultural heritage: State-of-Practice

  • Nguyen, Thu Anh;Trinh, Anh Hoang;Pham, Truong-An
    • International conference on construction engineering and project management
    • /
    • 2022.06a
    • /
    • pp.1075-1084
    • /
    • 2022
  • The use of Hi-Tech in cultural heritage preservation and the promotion of cultural heritage values in general, particularly artifacts, opens new opportunities for attracting tourists while also posing a challenge due to the need to reward high-quality excursions to visitors historical and cultural values. Building Information Modeling (BIM) and Hi-Tech in new building management have been widely adopted in the construction industry; however, Historic Building Information Modeling (HBIM) is an exciting challenge in 3D modeling and building management. For those reasons, the Scan-to-HBIM approach involves generating an HBIM model for existing buildings from the point cloud data collected by Terrestrial 3D Laser Scanner integrated with Virtual Reality (VR), Augmented Reality (AR), contributes to spatial historic sites simulation for virtual experiences. Therefore, this study aims to (1) generate the application of Virtual Reality, Augmented Reality to Historic Building Information Modeling - based workflows in a case study which is a monument in the city; (2) evaluate the application of these technologies to improve awareness of visitors related to the promotion of historical values by surveying the experience before and after using this application. The findings shed light on the barriers that prevent users from utilizing technologies and problem-solving solutions. According to the survey results, after experiencing virtual tours through applications and video explanations, participant's perception of the case study improved. When combined with emerging Hi-Tech and immersive interactive games, the Historic Building Information Modeling helps increase information transmission to improve visitor awareness and promote heritage values.

  • PDF