• Title/Summary/Keyword: Team Feedback Environment

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The Effect of Team Feedback Environment on Thriving at Work and Team Commitment through Feedback-Seeking Behavior (팀 피드백 환경이 피드백 추구행동을 통해 업무성장활력과 팀 몰입에 미치는 영향)

  • Lee, Chang-Hwan;Rhee, Seung-Yoon;Shin, Inyong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.5
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    • pp.3220-3229
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    • 2015
  • This study analyzed the effect of team feedback environment on feedback-seeking behavior, and further explored how feedback-seeking behavior led to the feeling of thriving at work and team commitment. Also, we examined the moderating effect of self-efficacy on the relationship between team feedback environment and feedback-seeking behavior. Using survey data from 201 workers employed in various industries in Korea, we found that team feedback environment was positively related to feedback-seeking behavior, and that the relationship was moderated by self-efficacy. In addition, feedback-seeking behavior was positively associated with the feeling of thriving at work and team commitment. The result suggests the importance of feedback-seeking behavior in improving performance as well as work attitude and energy. The result also emphasizes the critical role that team feedback environment plays, and the need to find ways to nurture the environment that fosters feedback seeking and giving.

A Study on the Development of Driving Simulator for Improvement of Unmanned Vehicle Remote Control (무인차량 원격주행제어 신뢰성 향상을 위한 통합 시뮬레이터 구축에 관한 연구)

  • Kang, Tae-Wan;Park, Ki-Hong;Kim, Joon-Won;Kim, Jae-Gwan;Park, Hyun-Chul;Kang, Chang-Keun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.6
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    • pp.86-94
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    • 2019
  • This paper describes the development of unmanned vehicle remote control system which is configured with steering and accelerating/braking hardware to improve the sense of reality and safety of control. Generally, in these case of the remote control system, a joystick-type device is used for steering and accelerating/braking control of unmanned vehicle in most cases. Other systems have been developing using simple steering wheel, but there is no function of that feedback the feeling of driving situation to users and it mostly doesn't include the accelerating/braking control hardware. The technology of feedback means that a reproducing the feeling of current driving situation through steering and accelerating/braking hardware when driving a vehicle in person. In addition to studying feedback technologies that reduce unfamiliarity in remote control of unmanned vehicles, it is necessary to develop the remote control system with hardware that can improve sense of reality. Therefore, in this study, the reliable remote control system is developed and required system specification is defined for applying force-feedback haptic control technology developed through previous research. The system consists of a steering-wheel module similar to a normal vehicle and an accelerating/braking pedal module with actuators to operate by feedback commands. In addition, the software environment configured by CAN communication to send feedback commands to each modules. To verify the reliability of the remote control system, the force-feedback haptic control algorithms developed through previous research were applied, to assess the behavior of the algorithms in each situation.

Study on ICT utilization contents for physical education (체육수업 ICT 콘텐츠에 관한 연구)

  • Kang, Sunyoung;Kang, Seungae;Jung, Hyungsu
    • Convergence Security Journal
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    • v.16 no.5
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    • pp.17-22
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    • 2016
  • This study examined the current state of ICT utilization in physical education and presented the available physical education ICT contents configuration model. Using ICT in physical education is expected to be an alternative of overcome the bad physical education facilities and environment, also highly utilized as a valuable material that can provide specific feedback in learning motor skill. The types of ICT use in physical education classes are being utilized divided by web-use learning and application program-use learning. In composing physical education ICT contents, the server presents a problem to be solved by each student and encourage cooperative learning. If one team determines the solving idea about learning problem through team discussion, they solve the problem by repeating the process of giving teacher and other team's feedback on determining opinion. On the other hand, the class begins after learning the principle of specific movement utilizing the VTR or computer S/W in the practical training lesson of physical education. If the good hardware and software environment combine with the transformation of the recognition on physical education which has been away from the ICT, it will be able expected a broad using of ICT in physical education.

A Study on the Haptic Control Technology for Unmanned Military Vehicle Driving Control (무인차량 원격주행제어를 위한 힘반향 햅틱제어 기술에 관한 연구)

  • Kang, Tae-Wan;Park, Ki-Hong;Kim, Joon-Won;Kang, Seok-Won;Kim, Jae-Gwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.910-917
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    • 2018
  • This paper describes the developments to improve the feeling and safety of the remote control system of unmanned vehicles. Generally, in the case of the remote control systems, a joystick-type device or a simple steering-wheel are used. There are many cases, in which there are operations without considering the feedback to users and driving feel. Recently, as the application area of the unmanned vehicles has been extended, the problems caused by not considering the feedback are emphasized. Therefore, the need for a force feedback-haptic control arises to solve these problems. In this study, the force feedback-haptic control algorithm considering the vehicle parameters is proposed. The vehicle parameters include first the state variables of dynamics, such as the body side-slip angle (${\beta}$) and yawrate (${\gamma}$), and second, the parameters representing the driving situations. Force feedback-haptic control technology consists of the algorithms for general and specific situations, and considers the situation transition process. To verify the algorithms, a simulator was constructed using the vehicle dynamics simulation tool with CAN communication environment. Using the simulator, the feasibility of the algorithms was verified in various scenarios.

Improving hydration in elite male footballers during a national team training camp - an observational case study

  • Mohr, Magni;Nolsoe, Eli Leifsson;Krustrup, Peter;Fatouros, Ioannis G.;Jamurtas, Athanasios Z.
    • Korean Journal of Exercise Nutrition
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    • v.25 no.4
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    • pp.10-16
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    • 2021
  • [Purpose] The purpose of this study was to (i) assess hydration levels in elite male football players during a national team training camp before and during qualifying matches, (ii) evaluate the effect of coaching strategies for hydration based on feedback from hydration monitoring, and (iii) assess possible relationships between hydration status and training load or wellness markers. [Methods] Thirty-one male players (age 27±4 yrs; height 185±6 cm; weight 82.9±6.7 kg; body fat 10.4±2.3%) representing a national team from the Union of European Football Associations (UEFA) participated. The players were studied during three different national team training camps related to the UEFA Nations League tournament. Urine specific gravity (USG) was measured to assess hydration status. During all camps, the players were actively coached on improving strategies for hydration and given individual feedback on their test results. The training load was measured using GPS technology, and wellness questionnaires were completed. [Results] USG decreased progressively and significantly (p<0.005) during camp 1 and hydration status improved over the three camps, with fewer dehydrated and more well-hydrated players identified during the last part of camp 3. Significantly (p<0.05) higher USG values were observed 2 days prior to a match (MD-2) than on match day (MD); consequently, 52% of the players were dehydrated on MD-2 and only 6% on MD. No correlations were observed between hydration status and training load or wellness markers. [Conclusion] Dehydration is a challenge in elite male football, but continuous monitoring of hydration status and coaching on hydration strategies can lead to major improvements and reduce the degree of dehydration.

Development of an Educational Program for Healthy Families: Application of the Team Performance Coaching Model for Enhancing Minimum Team Performance and Its Evaluation (건강가정 교육프로그램 개발에 관한 연구: 최소치 향상 원리의 팀 성과행동 코칭모델의 적용과 평가)

  • Kim, Hye Yeon
    • Human Ecology Research
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    • v.51 no.6
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    • pp.637-647
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    • 2013
  • This study aims to develop an educational program for healthy families using Christoph's team performance coaching (TPC) model and evaluate the program by program participant feedback. The educational program is unique in terms of helping the program participants measure the health level of their families, setting goals for the health improvement of their families based upon minimum family performance and seeking ways to achieve these goals. The educational program was designed as 3-hour-course for the convenience of implementing education and recruiting participants. The overall program was based on the characteristics and principles of coaching. Those with a master's degree or above and professional coaches were recruited as instructors. The first workshop for the instructors was conducted in 2 sessions, for 12 hours each (Dec 29-30, 2010 and Feb 12-13, 2011) and the second workshop was conducted Mar 25-26, 2011, for 12 hours. During the workshop for the instructors, the final education program was completed based upon the instructors' impression and evaluation. 8 instructors conducted the educational programs in educational institutions and facilities across the nation. The results of the program evaluated by 419 adults of education participants demonstrated the applicability of Christoph's team performance coaching model to the educational program for healthy family and its effects. If various educational programs with flexible education hours and content according to the needs of subject groups are developed, this educational program can be used as a basic educational program for in-depth education and further service for the improvement of family health.

A Study of Developing Graduate Student Team Project-based Learning Program in the Science and Technology Field Applying Metaverse Technology (메타버스를 활용한 이공계 대학원생 팀 프로젝트 기반 교육 프로그램 개발 사례 연구)

  • Jeon, Juhui;Kim, Marie;Kim, Bokyung;Kang, Kyuri
    • Journal of Engineering Education Research
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    • v.26 no.6
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    • pp.19-29
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    • 2023
  • This study aims to develop and apply a metaverse-based instructional design model for the education in science and technology. It analyzed the concept and characteristics of metaverse, existing non-contact education models, and major teaching strategies systematically. Based on the prior researches, an instructional design model using metaverse is developed that presents metaverse-related teaching strategies and design principles for the before-, during-, and after-lesson phases. Then, this model was applied to a project-based learning program, conducted a perception survey on instructors and learners, and revised the metaverse instructional design model based on the results of the survey. In the Metaverse Instructional Design Model, before-lesson phase is a physical and psychological preparation stage for class participation, which includes familiarization with the Metaverse learning environment, formation of expectations for education, and self-directed pre-learning. During the lesson, to effectively deliver the lesson content, it is necessary to build confidence in the learning environment, promote learning participation, provide reference materials, perform team projects and provide feedback, digest learning content, and transfer learning content. The after-lesson phase provides strategies for ongoing interaction between learners and mentors. This study introduces a new instructional design model that utilizes metaverse and shows the potential of metaverse-based education in science and technology. It also has important implications in that it provides practical guidelines for the effective design and implementation of metaverse-based education.

A STUDY ON THE CONSTRUCTION OF BIM DATA INTEROPERABILITY FOR ENERGY PERFORMANCE ASSESSMENT BASED ON BIM

  • Jungsik Choi;Hyunjae Yoo;Inhan Kim
    • International conference on construction engineering and project management
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    • 2013.01a
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    • pp.267-273
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    • 2013
  • Early design phase energy modeling is used to provide the design team with first order of magnitude feedback about the impact of various building configurations. For better energy-conscious and sustainable building design and operation, the construction of BIM data interoperability for energy performance assessment in the early design phase is important. The purpose of this study is to suggest construction of BIM data interoperability for energy performance assessment based on BIM. To archive this purpose, the authors have investigated advantage of BIM-based energy performance assessment through comparison with traditional energy performance assessment and suggested requirement for construction of open BIM environment such as BIM data creation, BIM data software practical use, BIM data application and verification. In addition, the authors have suggested BIM data interoperability and BIM energy property mapping method focused on materials.

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The Mediating Effect of Learning Agility in the Relationship between Issue Leadership and Innovative Behavior (이슈 리더십이 혁신 행동에 미치는 영향 연구 : 학습 민첩성의 매개효과)

  • Park, Sung-ryeul;Chung, Byoung-gyu
    • Journal of Venture Innovation
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    • v.4 no.3
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    • pp.69-87
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    • 2021
  • This study was conducted focusing on the innovative behavior necessary for the long-term survival of an organization in a business environment in which uncertainty and complexity are increasing. To this end, the relationship between issue leadership and innovative behavior of organizational members was investigated from the perspective of Signaling theory, Path-Goal theory and Job Demands-Resources theory. In addition, the mediating role of learning agility and sub-components of learning agility was empirically analyzed. For empirical analysis, a survey was conducted with a total of 252 team leaders and team members working in multinational companies (142 in Korea, 110 in the US). The results of this study are as follows. Issue leadership was analyzed to have a positive (+) effect on the innovative behavior of employees. Learning agility was found to play a mediating role between issue leadership and innovative behavior. On the other hand, the mediating effect was tested for each of the sub-components of learning agility, such as feedback seeking, information seeking, reflecting, experimenting, agility. As a result, all five sub-components were found to play a mediating role between issue leadership and innovative behavior. In particular, it was analyzed that the mediating effect of agility was the largest. Next, information seeking appeared to be large. Although there are some studies that have identified the mediating role of learning agility between issue leadership and innovative behavior, this study is considered to have academic implication as there are few cases of subdivided study. At the practical level, it is expected to provide implications for where to focus more when trying to improve an organization's learning agility and innovation behavior

A Research On the T-DMB Received Environment For the Efficient Reuse of the Band of VHF Frequency (VHF대역의 효율적 재활용을 위한 T-DMB 수신환경 조사)

  • Park, Sung-Kyu;Lee, Sang-Un;Chae, Su-Hyun;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.726-738
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    • 2016
  • This study analyzed the properties of VHF band and suggested an efficient VHF band application plan for digital radio and UHDTV broadcasting through the experiment by the house T-DMB device in practical user environment. In order to find an efficient frequency band for digital radio broadcasting, this study examined first, to check the times of drop-out receive occurring in the audible area using a DMB/FM CAR Radio for T-DMB that has the characteristics of DAB. Second, this article explored the phenomenon of feedback loops in the same channel using a T-DMB house gap filler transmitting the signal by the same OFDM modulation scheme with UHDTV for configuring suitable SFN transmission network of the UHDTV broadcasting. Based on these experiments, this study suggested a suitable VHF band for digital radio and an efficient utilization of the VHF frequency band for the SFN network configuration of UHDTV.