• 제목/요약/키워드: Two-Factor Theory

검색결과 468건 처리시간 0.027초

The Study of the Cycle Time Improvement by Work-In-Process Statistical Process Control Method for IC Foundry Manufacturing

  • Lin, Yu-Cheng;Tsai, Chih-Hung;Li, Rong-Kwei;Chen, Ching-Piao;Chen, Hsien-Ching
    • International Journal of Quality Innovation
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    • 제9권3호
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    • pp.71-91
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    • 2008
  • The definition of cycle time is the time from the wafer start to the wafer output. It usually takes one or two months to get the product since customer decides to produce it. The cycle time is a critical factor for customer satisfaction because it represents the response time to the market. Long cycle time reflects the ineffective investment for the capital. The cycle time is very important for foundry because long cycle time will cause customer unsatisfied and the order loss. Consequently, all of the foundries put lots of human source in the cycle time improvement. Usually, we make decisions based on the experience in the cycle time management. We have no mechanism or theory for cycle time management. We do work-in-process (WIP) management based on turn rate and standard WIP (STD WIP) set by experiences. But the experience didn't mean the optimal solution, when the situation changed, the cycle time or the standard WIP will also be changed. The experience will not always be applicable. If we only have the experience and no mechanism, management will not be work out. After interview several foundry fab managers, all of the fab can't reflect the situation. That is, all of them will have an impact period after product mix or utilization varied. In this study, we want to develop a formula for standard WIP and use statistical process control (SPC) concept to set WIP upper/lower limit level. When WIP exceed the limit level, it will trigger action plans to compensate WIP Profile. If WIP Profile balances, we don't need too much WIP. So WIP level could be reduced and cycle time also could be reduced.

문제에 포함된 조작단계수에 따른 문재해결 결과의 차이 (The Results of Problem Solving according to Mental Demand of Items)

  • 안수영;권재술
    • 한국과학교육학회지
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    • 제12권3호
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    • pp.49-59
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    • 1992
  • New-Piagetian theory has proposed that mental capacity and mental demand do a critical role in human cognitive processes. In this study, the students' mental capacity and the mental demand of the given problems were examined. The principal findings of the study are as follows; (1) There was no significant difference among achievement scores of subjects (3rd grade students of middle school, 2nd grade students of high school, 3rd grade students of high school) in the items of balance that needed specific content knowledge. But, in the Newton's 2nd law items that needed specific content knowledge, there was significant difference be ween3rd grade students of middle school and high school students(2nd, 3rd). According to increase of mental demand, middle school students' achievement score appeared to decrease linearly. However high school students' achievement score didn't change untill they faced the items of critical mental demand. When mental demand was beyond critical mental demand,their score was decreased rapidly. (2) According to hierchical analysis of items, the more mental demand an item needed, the higher or at least the same hierachical item was. These results showed that mental demand was the main factor which decided diffculties of problem solving (3) It was possible for students to solve the newton's 2nd law item that had one or two more mental demand relative to balance beam item. Although the item needed the same mental demand.students recognized that the Newton's 2nd law items were easier than the balance beam items.

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아동건강통제위 척도에 대한 신뢰도 및 타당도 조사 (Psychometrics of Children′s Health Locus of Control Scale for Korean Children)

  • 신희선;정연
    • Child Health Nursing Research
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    • 제4권1호
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    • pp.105-115
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    • 1998
  • The purpose of the study was to test the reliability and validity of the Korean version of Children's Health Locus of Control Scale (CHLC), an instrument designed to measure health locus of control in children aged 7 to 12. The scale was administered to 467 children in grades 4 to 6, enrolled in 2 elementary schools located in city. The mean age of the subject was 10.03 (SD=1.33). The findings were as follows: 1. Cronbach alpha coefficient for internal consistency was .69 for the total, and .67, .65, and .56 on the respective subscales. 2. Construct validity was supported through factorial isolation of three theory consistent subscales : internal, chance, and powerful others. Two items did not fit well with the originally developed subscale. The total percent of varience explained by 3 factors was 34.5%. The result of the factor analysis according to Kaiser's criterion revealed that the scale was consisted of 5 factors. But, The items of the subscales were rather inconsistent with the dimensions of the locus of control concept. 3. There were significant differences according to parent's educational level and occupation, and birth order on the scores of the CHLC. There were no significant differences according to grade level and sex. 4. The score of the CHLC was significantly correlated with the self concept of the children(r=.14, p<.001). The result indicated that the Korean version of Children's Health Locus of Control Scale was valid and reliable in measuring health locus of control concept in children, even though luther research is required to reconfirm and increase the reliability of the instrument. CHLC could be used for study explaining the health related behavior of the children and research project related to health education program.

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시스템 다이나믹스를 활용한 원전 조직 및 인적인자 평가 (The System Dynamics Model for Assessment of Organizational and Human Factor in Nuclear Power Plant)

  • 안남성;곽상만;유재국
    • 한국시스템다이내믹스학회:학술대회논문집
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    • 한국시스템다이내믹스학회 2002년도 춘계학술대회발표논문집
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    • pp.19-40
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    • 2002
  • 경제 활동의 근간이 되는 에너지 공급원으로서의 원자력 발전소는 그 경제적 성과의 중요성뿐만 아니라 안전성을 확보하는 것도 매우 중요하다. <그림 1>에서 볼 수 있듯이 원전의 안전성은 하드웨어(hardware) 개선을 포함한 공학적 성능과 조직 및 인적 관리 요소에 대한 부분이 상호 작용하는 시스템 구조를 갖음에도 불구하고, 원전의 경제성과 안전성을 확보하기 위한 조직 및 인적 관리분야에 대한 연구는 기술분야에 비해 상대적으로 소홀히 취급된 경향이 있다.(중략)

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성별 가사노동시간 측정 : 시간일지와 서베이문항 방식 비교 (Gendered Reporting Gap of the Housework Time: A Comparison of Time Diary and Stylized Survey Questionnaire)

  • 김은지;김수정
    • 한국조사연구학회지:조사연구
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    • 제10권2호
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    • pp.1-21
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    • 2009
  • 본 연구는 시간일지 방식의 생활시간조사와 서베이문항 방식의 노동패널 자료를 대상으로 하여 탐색적 수준에서 측정방식의 차이가 성별 가사노동시간 추정에서 어떤 차이를 낳는지를 비교하였다. 연구결과 우리나라의 경우 서베이문항 방식에서 남성은 자신의 가사노동시간을 과다보고하고 여성은 과소보고하는 경향을 나타냈다. 보고차이에 관한 기존연구에 비추어 볼 때 남성의 과다보고는 일치하지만 여성의 과소보고는 매우 독특하다. 하위집단별 가사노동시간 분포를 살펴보면, 남성의 경우 사별/이혼자 집단에서 과다보고의 경향이 뚜렷이 나타난 반면 여성의 경우 유급노동, 돌봄 및 가사노동 부담이 큰 집단에서 과소보고의 경향이 나타났다. 이러한 보고차이는 가사노동과 관련된 젠더화된 사회규범과 시간부족 인식에 비추어 설명될 수 있었다. 기존연구에서는 과소보고에 대한 이론이 제대로 발달되지 않았는데, 본 연구는 시간부족 인식이 여성의 과소보고를 설명하는 중요한 이론적 가설이 될 수 있음을 제언하였다.

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다계층 멀티미디어 스트리밍을 위한 의미기반 패킷 스케줄링 (Semantics Aware Packet Scheduling for Optimal Quality Scalable Video Streaming)

  • 원유집;전영균;박동주;정제창
    • 한국정보과학회논문지:시스템및이론
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    • 제33권10호
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    • pp.722-733
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    • 2006
  • 계층적 압축 기법을 지원하는 스트리밍 시스템 응용은 제한된 네트워크 자원의 효과적인 활용과 사용자가 느끼는 화질을 최대로 해야 한다. 이를 위해서는 적절한 전송 계층의 선택 및 패킷 인터벌 결정이 이루어져야 한다. 본 논문에서는 계층이 갖는 화질의 영향력을 바탕으로 패킷 인터벌 결정 및 계층 선택 알고리즘 SAPS를 제시한다. 인터-프레임 압축 기법을 사용하는 비디오 스트리밍 시스템에서 패킷 손실의 감소만으로는 재생 화질의 향상을 이룰 수 없고, 재생 화질에 높은 영향력을 가진 패킷의 복원율이 높아질 때, 비로소 재생 화질이 향상된다. SAPS는 패킷의 의존성 그래프를 바탕으로 전송 계층을 결정하며, 이렇게 결정된 전송 계층은 사용자가 느끼는 서비스의 품질을 최대로 만든다. 또한, 선택된 계층에 대한 패킷의 인터벌 조절을 통해 계층 선택에 의한 효과가 유지되도록 한다. 실험을 통해 SAPS 알고리즘이 사용자가 느끼는 서비스 품질의 향상뿐만 아니라, 네트워크 자원 활용도 효과적으로 이루고 있음을 보여준다.

4-레그 PWM 컨버터/인버터와 AC 리액터를 사용한 새로운 3상 라인 인터렉터브 무정전전원장치의 개발 (Development of Novel 3-Phase Line-interactive UPS System using 4-leg PWM Converter/Inverter and AC Reactor)

  • 지준근;김효성;설승기;김경환
    • 전력전자학회:학술대회논문집
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    • 전력전자학회 2004년도 전력전자학술대회 논문집(1)
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    • pp.77-81
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    • 2004
  • In this paper a novel line interactive UPS (Uninterruptible Power Supply) using the two 4-leg VSCs and AC line reactor is proposed. The 4-leg Voltage Source Converter(VSC) can use the DC link voltage effectively by the 3-D SVPWM method. Hence the DC battery voltage can be reduced by $15\%$ in comparison to that of the conventional line-interactive UPS system. One VSC is in parallel with the AC line reactor of the power source side, and the other is in series with the load. The parallel 4-leg voltage source inverter controls three-phase line voltage independently in order to control the line reactor current indirectly. It eliminates the neutral line current and the active ripple power of the source side using the pqr theory so that unity power factor and the sinusoidal source current can be achieved even though both the source and the load voltages have zero sequence components. The series 4-leg voltage source inverter compensates the line voltage and allows the load voltage to be balanced and harmonic-free. Both of parallel and series 4-leg voltage source inverters always act as independently controllable voltage sources, so that three-phase output voltage shows a seamless transition to the backup mode. The feasibility of the proposed UPS system has been investigated and verified through computer simulation results.

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KANO 모델을 활용한 스마트폰의 만족 및 불만족 요인 분석 (Finding Smartphone's Factors which Affect Satisfaction or Dissatisfaction based on KANO Model)

  • 이상근;이신석;강주영
    • 한국정보시스템학회지:정보시스템연구
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    • 제20권3호
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    • pp.257-277
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    • 2011
  • The current study categorizes factors of smartphone into three, using KANO model: attractive factors which cause only product satisfaction, must-be factors for dissatisfaction, and one-dimensional factors for both. Based on it, it presents a new model for the effects that smartphone factors have on satisfaction or dissatisfaction. The purpose is to theoretically explain that smartphone factors on which companies and users place a high value can actually affect satisfaction or dissatisfaction. After choosing 15 factors out of 25 which had been selected through literature study, these were divided into attractive, must-be, and one-dimensional ones. 93 out of 109 questionnaires returned were used for analysis. After frequency analysis using SPSS were conducted on the surveys, the factors were grouped, based on KANO table. The grouping results are as follows. Attractive factors include 'expansion slots for external memory, battery desorption, brand awareness, mobile banking and internet telephony'. Must-be ones include 'multi-touch, information security, entertainment, information retrieval, location based service and SNS. Finally, 'screen visibility, size of internal memory, the amount of internal memory, battery life, and response to after-sales service' are classified as one-dimensional factors. A critical finding of this paper is that since the results are different depending on the operating system of smartphones, it must be taken into consideration in studies on smartphones. The wide and rapid spread of smartphones has changed people's lifestyle as well as business environment, which forces companies to compete with each other to adapt to the changed circumstances. In this competitive system, studies on smartphone factors of satisfaction and dissatisfaction are essential for firms to establish a new strategy. From this point of view, the present paper is expected to be a basic material for enterprises not only to develop goods and services that maximize customer satisfaction and minimize dissatisfaction, but also to establish the future business strategy.

MMORPG 이용자의 스트레스 대처전략이 자기통제감과 행동적 적응을 통해 지속적인 게임 이용의도에 미치는 영향 (The Effects of MMORPG User's Stress Coping Strategies on Continued Use Intention Through Self-Control and Behavioral Adaptation)

  • 이지현;김한구
    • 한국정보시스템학회지:정보시스템연구
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    • 제29권3호
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    • pp.53-75
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    • 2020
  • Purpose Despite the continued rise in the popularity of mobile MMORPGs, the previous studies mainly focused on negative results of playing MMORPG such as violence and game addiction. In addition, previous studies that verified game play motives were not enough to explain user's fundamental motives for MMORPG play. To verify the positive role of playing MMORPG, this study focused on stress coping strategies on continued play MMORPG, and divided factors into two dimensions: escapism and coping with system. The purpose of this study is to comprehensively identify the discriminatory effects of each factor on users' self-control, and the effect of self-constrol and behavioral adapatation on continued use intention for MMORPG. Design/methodology/approach This study was designed to examine the structural relationships among MMORPG users' escapism, system coping, self-control, behavioral adaptation and continued use intention for MMORPG. Findings The results from this study are as follow. First, the participants' effect-based escapism had a positive impact on self-control, whereas cause-based escapism had a negative impact on self-control. Next, proactive coping and reactive coping for system problem had a positive impact on self-control. In addition, Self-control had a positive impact on behavioral adaptation and continued use intention for MMORPG. Lastly, the behavioral adaptation to MMORPG had a positive impact continued use intention. The results of our study can suggest the positive effects of coping strategy on users' self-control and behavioral adaptation by applying the theory of both escapism and coping with system. Based on our results, game companies should develop contents that can gratify users' coping motives and enhance self-control and behavioral adaptation.

작용 반작용 과제에서 고등학생의 인지갈등 불안유형에 따른 설명가설 형성의 특성(I) (Characteristics of Explanatory Hypothesis Formation by Anxiety Types in High School Students Cognitive Conflict about Action-Reaction Task (I))

  • 조용현;김연수;권재술
    • 한국과학교육학회지
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    • 제24권3호
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    • pp.596-611
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    • 2004
  • 과학학습에서 인지갈등은 개념변화의 중요한 필요조건으로 인식되고 있다. 그러나 아직까지 인지갈등 유형 중 어떤 갈등 유형이 과학학습과정에서 건설적인 갈등유형인가를 제안한 연구는 찾아보기 힘들다. 따라서 이 연구의 목적은 16명의 고등학생을 대상으로 작용 반작용의 법칙과 관련된 불일치 현상(선풍기-수레 문제)을 제시 한 후, 인지갈등의 불안요인 반응에 초점을 맞추어 인지갈등의 불안유형을 구분하고, 불안유형에 따라 학생이 제안하는 설명가설의 특징을 알아보고자 하였다. 연구결과 인지갈등의 불안 요인 반응에 대한 높 낮이에 따라 각각 네 가지 유형의 불안 유형을 확인하였으며, 각 불안유형에 따른 설명가설의 특징과 과학수업에서 인지갈등 수업전략을 적용할 때 중요하게 고려해야할 불안유형의 특성을 논의하였다.