• Title/Summary/Keyword: Virtual Workplace

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A Study of Virtual Environment of Safe Lifting Works for Reducing Low Back Injuries

  • Kim, Dae-Sik;Kang, Kyong-Sik
    • Journal of the Korea Safety Management & Science
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    • v.2 no.2
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    • pp.11-20
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    • 2000
  • Today, technologies and automation have been accelerated up in the industrial workplace. Nevertheless, many systems still require humans to handle materials manually. The Low Back Pain (LBP) is one of modern human being's most common and complex ailments. Many risk factors with the onset of LBP have been identified, however, lifting out of Manual Material Handling(MMH) was the most important factor to the LBP. The Virtual Reality(VR) is used in a variety of ways and often in a confusion and misleading manner. In order to solve the prevention of the LBP, a lifting box was translated in the Virtual Environment(VE). As simulating under the VE, optimal lifting works could be constructed. The purpose of this study is to reduce the chronical low back pain for the manual material handlers.

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The Strategic Application of Alternative Office in the Business Worlds (비즈니스 세계에서의 대체 사무실의 전략적 활용)

  • 임외석
    • Journal of the Korea Society of Computer and Information
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    • v.3 no.1
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    • pp.161-180
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    • 1998
  • The concept of office will change from the physical workplace with paperwork to unphysical workplace with paperless-work in the information-oriented society of the 21th century. We can find such change from increasing of alternative office, e.g. SOHO(Small office home office), Virtual office, Electronic office, Digital workplace, Satellite office, Hotelling, Telecommuting, etc. In this paper, through a few cases in the advanced nations you shall probably get answers to following questions: How do they make use of alternative office, what is strategic values of that, and how shall we design and build it to increased business performances in the business world?

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The study on the characteristics of space and the design method in the office by Gaetano Pesce (가에타노 페쉐 사무공간의 특성과 디자인 방법에 관한 연구)

  • Park, So-La
    • Korean Institute of Interior Design Journal
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    • no.34
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    • pp.37-44
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    • 2002
  • In the latter half of the 20th century, the rapid change into the information society changes the concept of workplace. Especially the new types of office space are appearing to accept interaction and flexibility, which are the representative features of the information society. Therefore, this study is to suggest the appropriate office environment in the information society shifting from the territorial to the virtual, after analyzing the characteristics of space and design method for the Chiat/Day advertising agency in New York (1995) that was designed by Gaetano Pesce. As a result, in terms of the constitution and the arrangement of space, the non-territorial and the virtual features appear, and in terms of the analysis of design elements, in which various semantic connotations are used, horizontal, pluralistic, and fluid features appear. This kind of analysis would be helpful in finding new alternatives for the rapidly changing office environment.

A Design Procedure for Safety Simulation System Using Virtual Reality

  • Ki, Jae-Seug
    • Journal of the Korea Safety Management & Science
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    • v.1 no.1
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    • pp.69-77
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    • 1999
  • One of the objectives of any task design is to provide a safe and helpful workplace for the employees. The safety and health module may include means for confronting the design with safety and health regulations and standards as well as tools for obstacles and collisions detection (such as error models and simulators), Virtual Reality is a leading edge technology which has only very recently become available on platforms and at prices accessible to the majority of simulation engineers. The design of an automated manufacturing system is a complicated, multidisciplinary task that requires involvement of several specialists. In this paper, a design procedure that facilitates the safety and ergonomic considerations of an automated manufacturing system are described. The procedure consists of the following major steps. Data collection and analysis of the data, creation of a three-dimensional simulation model of the work environment, simulation for safety analysis and risk assessment, development of safety solutions, selection of the preferred solutions, implementation of the selected solutions, reporting, and training. When improving the safety of an existing system the three-dimensional simulation model helps the designer to perceive the work from operators point of view objectively and safely without the exposure to hazards of the actual system.

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Banding the World Together; The Global Growth of Control Banding and Qualitative Occupational Risk Management

  • Zalk, David M.;Heussen, Ga Henri
    • Safety and Health at Work
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    • v.2 no.4
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    • pp.375-379
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    • 2011
  • Control Banding (CB) strategies to prevent work-related illness and injury for 2.5 billion workers without access to health and safety professionals has grown exponentially this last decade. CB originates from the pharmaceutical industry to control active pharmaceutical ingredients without a complete toxicological basis and therefore no occupational exposure limits. CB applications have broadened into chemicals in general - including new emerging risks like nanomaterials and recently into ergonomics and injury prevention. CB is an action-oriented qualitative risk assessment strategy offering solutions and control measures to users through "toolkits". Chemical CB toolkits are user-friendly approaches used to achieve workplace controls in the absence of firm toxicological and quantitative exposure information. The model (technical) validation of these toolkits is well described, however firm operational analyses (implementation aspects) are lacking. Consequentially, it is often not known if toolkit use leads to successful interventions at individual workplaces. This might lead to virtual safe workplaces without knowing if workers are truly protected. Upcoming international strategies from the World Health Organization Collaborating Centers request assistance in developing and evaluating action-oriented procedures for workplace risk assessment and control. It is expected that to fulfill this strategy's goals, CB approaches will continue its important growth in protecting workers.

A Study on Safety Information Provision for Workers using Virtual Reality-based Construction Site (Virtual Reality 기반의 가상 공사현장 구축을 통한 작업자 안전정보 제공 방안)

  • Park, Junwon;Lee, Sang-Ho;Kim, Sung-Hoon;Won, Jeong-Hun;Yoon, Young-Cheol
    • Journal of the Korean Society of Safety
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    • v.35 no.1
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    • pp.45-52
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    • 2020
  • Construction industry has a relatively higher industrial accident rate than other domestic industries. Thus, to reduce the accident rate, researches on the methodology of worker's safety education combined with new technologies like IT technology have increased. In the light of workers' safety information provision, this study develops a VR(Virtual Reality)-based construction site using the BIM(Building Information Modeling) data. The target structures and geographical features are included in the VR-based construction site where the construction machinery model and worker model are also created using a game engine. For highly effective provision of safety information, video clips with suitable captions corresponding to working processes were made with proper screen directing. They should be appropriately connected to correct worker's operations to improve the work commitment level, sense of reality and inducement of interest. From this scenario, the 3D VR-based construction site, which can be experienced through a VR equipment, was created and in the same platform, the safety information was provided by the video clip combined with the suitable captions. Although the real construction site involves various requirements depending on field situation and the expertness and experience of workers are not consistent, the developed safety information provision based on the VR construction site is expected to effectively reduce the incomplete factors leading to construction accidents by improving the worker's perception of workplace safety.

The Influence of Online Social Networking on Individual Virtual Competence and Task Performance in Organizations (온라인 네트워킹 활동이 가상협업 역량 및 업무성과에 미치는 영향)

  • Suh, A-Young;Shin, Kyung-Shik
    • Asia pacific journal of information systems
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    • v.22 no.2
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    • pp.39-69
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    • 2012
  • With the advent of communication technologies including electronic collaborative tools and conferencing systems provided over the Internet, virtual collaboration is becoming increasingly common in organizations. Virtual collaboration refers to an environment in which the people working together are interdependent in their tasks, share responsibility for outcomes, are geographically dispersed, and rely on mediated rather than face-to face, communication to produce an outcome. Research suggests that new sets of individual skill, knowledge, and ability (SKAs) are required to perform effectively in today's virtualized workplace, which is labeled as individual virtual competence. It is also argued that use of online social networking sites may influence not only individuals' daily lives but also their capability to manage their work-related relationships in organizations, which in turn leads to better performance. The existing research regarding (1) the relationship between virtual competence and task performance and (2) the relationship between online networking and task performance has been conducted based on different theoretical perspectives so that little is known about how online social networking and virtual competence interplay to predict individuals' task performance. To fill this gap, this study raises the following research questions: (1) What is the individual virtual competence required for better adjustment to the virtual collaboration environment? (2) How does online networking via diverse social network service sites influence individuals' task performance in organizations? (3) How do the joint effects of individual virtual competence and online networking influence task performance? To address these research questions, we first draw on the prior literature and derive four dimensions of individual virtual competence that are related with an individual's self-concept, knowledge and ability. Computer self-efficacy is defined as the extent to which an individual beliefs in his or her ability to use computer technology broadly. Remotework self-efficacy is defined as the extent to which an individual beliefs in his or her ability to work and perform joint tasks with others in virtual settings. Virtual media skill is defined as the degree of confidence of individuals to function in their work role without face-to-face interactions. Virtual social skill is an individual's skill level in using technologies to communicate in virtual settings to their full potential. It should be noted that the concept of virtual social skill is different from the self-efficacy and captures an individual's cognition-based ability to build social relationships with others in virtual settings. Next, we discuss how online networking influences both individual virtual competence and task performance based on the social network theory and the social learning theory. We argue that online networking may enhance individuals' capability in expanding their social networks with low costs. We also argue that online networking may enable individuals to learn the necessary skills regarding how they use technological functions, communicate with others, and share information and make social relations using the technical functions provided by electronic media, consequently increasing individual virtual competence. To examine the relationships among online networking, virtual competence, and task performance, we developed research models (the mediation, interaction, and additive models, respectively) by integrating the social network theory and the social learning theory. Using data from 112 employees of a virtualized company, we tested the proposed research models. The results of analysis partly support the mediation model in that online social networking positively influences individuals' computer self-efficacy, virtual social skill, and virtual media skill, which are key predictors of individuals' task performance. Furthermore, the results of the analysis partly support the interaction model in that the level of remotework self-efficacy moderates the relationship between online social networking and task performance. The results paint a picture of people adjusting to virtual collaboration that constrains and enables their task performance. This study contributes to research and practice. First, we suggest a shift of research focus to the individual level when examining virtual phenomena and theorize that online social networking can enhance individual virtual competence in some aspects. Second, we replicate and advance the prior competence literature by linking each component of virtual competence and objective task performance. The results of this study provide useful insights into how human resource responsibilities assess employees' weakness and strength when they organize virtualized groups or projects. Furthermore, it provides managers with insights into the kinds of development or training programs that they can engage in with their employees to advance their ability to undertake virtual work.

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SyncNote: A Shared Whiteboard Android Application Supporting the XMPP (SyncNote: XMPP를 지원하는 공유 화이트보드 안드로이드 어플리케이션)

  • Jin, Jae-Hwan;Park, Jongmoon;Lee, Myung-Joon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.6
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    • pp.1375-1382
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    • 2013
  • A shared whiteboard provides a drawing workplace that can be shared with peoples in real time. Since it supports rich drawing mechanisms for collaboration or communication, it is used as an effective tool in group work such as virtual meeting. In this paper, we present an XMPP client application named SyncNote that supports the shared whiteboard facility. For this, we propose an extension of the open standard communication protocol XMPP to provide the shared whiteboard facility. The SyncNote application runs on the Android platform, providing effective communication through sharing the drawings and images created by a group of users.

A Design Procedure for Safety Simulation System Using Virtual Reality

  • Jae-seug Ki
    • Proceedings of the Safety Management and Science Conference
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    • 1999.11a
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    • pp.381-389
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    • 1999
  • One of the objectives of any task design is to provide a safe and helpful workplace for the employees. The safety and health module may include means for confronting the design with safety and health regulations and standards as well as tools for obstacles and collisions detection (such as error models and simulators). Virtual Reality is a leading edge technology which has only very recently become available on platforms and at prices accessible to the majority of simulation engineers. The design of an automated manufacturing system is a complicated, multidisciplinary task that requires involvement of several specialists. In this paper, a design procedure that facilitates the safety and ergonomic considerations of an automated manufacturing system are described. The procedure consists of the following major steps: Data collection and analysis of the data, creation of a three-dimensional simulation model of the work environment, simulation for safety analysis and risk assessment, development of safety solutions, selection of the preferred solutions, implementation of the selected solutions, reporting, and training When improving the safety of an existing system the three-dimensional simulation model helps the designer to perceive the work from operators point of view objectively and safely without the exposure to hazards of the actual system.

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The Effect of the Appreciation of Artwork in the Workplace on Creativity (업무공간에서의 미술품 감상이 직장인의 창의성에 미치는 영향)

  • Bae, Ji Hye;Lee, Seung Hyun;Wang, Yeun Ju;Kim, Sun Young
    • Korean Association of Arts Management
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    • no.54
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    • pp.33-57
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    • 2020
  • This study aimed to empirically analyze the effect of the appreciation of artwork in the workplace on creativity. To this end, two virtual workspace images with and without artwork were created, and an online survey was conducted with office workers. A regression analysis was performed on the results to investigate whether and how much the appreciation and recognition of artwork was effective for the creativity. As a result, among the factors of recognition according to the appreciation of artwork, "intellectual development" and "thinking" showed positive effects on the five sub-factors of creativity at work, such as original flexibility, alternative problem-solving skills, pursuit of adventure and freedom, individual independence, and exploratory immersion. Unlike most previous studies, however, "understanding" had a negative effect on original flexibility. In conclusion, it was found that some of the factors of the appreciation and recognition of artwork had a positive effect on creativity at work. This study provides implications that the appreciation of artwork in the workplace is effective for improving creativity at work and that it is important for each company to develop a streamlined approach based on its goal of pursuing a creative environment. In addition, it is expected that this study will contribute to the widespread use of artwork sharing services at workplaces as well as encouraging more empirical studies to be done on the effect of the services.