• Title/Summary/Keyword: Virtual organization

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Korean Clinic Based Outcome Measure Studies (한방 병-의원에서 하는 임상지표 연구)

  • Park, Jong-Bae
    • Journal of Pharmacopuncture
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    • v.6 no.1
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    • pp.35-36
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    • 2003
  • Background: Evidence based medicine has become main tools for medical practice. However, conducting a highly ranked in the evidence hierarchy pyramid is not easy or feasible at all times and places. There remains a room for descriptive clinical outcome measure studies with admitting the limit of the intepretation. Aims: Presents three Korean clinic based outcome measure studies with a view to encouraging Korean clinicians to conduct similar studies. Methods: Three studies are presented briefly here in치uding 1) Quality of Life of liver cancer patients after 8 Constitutional acupuncture; 2) Developing a Korean version of Measuring yourself Medical Outcome profile (MYMOP); and 3) Survey on 5 Shu points: a pilot In the first study, we have included 4 primary or secondary liver cancer patients collecting their diagnostic X-ray film and clinical data f개m their hospital, and asked them to fill in the European Organization Research and Treatment of Cancer, Quality of Life Questionnaire before the commencement of the treatment. The acupuncture treatment is set up format but not disclosed yet. The translation and developing a Korean version of outcome measures that is Korean clinician friendly has been sought for MYMOP is one of the most appropriate one. The permission was granted, the translation into Korean was done, then back translated into English only based on the Korean translation by the researcher who is bilingual in both languages. The back translation was compared by the original developer of MYMOP and confirmed usable. In order to test the existence of acupoints and meridians through popular forms of Korean acupuncture regimes, we aim at collecting opinions from 101 Korean clinicians that have used those forms. The questions asked include most effective symptoms, 5 Shu points, points those are least likely to use due to either adverse events or the lack of effectiveness, theoretical reasons for the above proposals, proposing outcome measures, and the time from insertion to be effective. The questionnaire is posted on the virtual notice board of the homepage of the communication KOMA (The official tool of Association of Korean Oriental Medicine).

A Study on Evaluating Digital Illusion Level of Public Library (공공도서관의 디지털 통합 수준 평가에 관한 연구)

  • Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.32 no.4
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    • pp.167-203
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    • 2015
  • This study tends to apprehend how much public library contributes to a role of upbuilder of digital integrated local society through a survey. For this, I performed the survey on 935 organization of public library in the whole country registered in national library statistical system. As a result, firstly, it's apprehended that equipment infra, Internet infra, etc like computer, laptop, scanner, tablet PC, etc are in relatively high level. Secondly, service or resource like electronic book, digital and virtual reference service, library service mobile App, etc that users can use are in relatively high level but software supporting cooperation and group task, fusibility of participating space, etc are shown very low level. Thirdly, the rate of literacy training relating to technology were only 22.4%, education subject focused on resource searching subject and somewhat future-oriented technical education like directions of video conference technique, cloud computing application education, etc wasn't conducted. Finally, we should consider expansion of providing technology and equipment and provision of future-oriented service and education according to a flow of the time that needs to seek change in various roles of library as enjoying culture space or creative space.

A Study of Revitalizing Knowledge Management in Smartwork Environment (스마트워크 환경에서의 지식경영 활성화에 관한 연구)

  • Park, Dong-Jin;Kim, In-Whan;Lee, Yun-Jae
    • Journal of Digital Convergence
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    • v.9 no.4
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    • pp.223-233
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    • 2011
  • Smartwork will gradually move from the routine job to the knowledge based job. Therefore, supporting the personal level knowledge activities and the organizational level KM(Knowledge Management) will have a critical effect on the organizational performance. The purpose of this research is to develop strategies that revitalize the knowledge management for organizations that are trying to implement smartwork under such context. First of all, through the research results reviewed from areas such as current teleworking, telecommuting, mobile working and virtual organization, we identify the characteristics of the knowledge management for smartwork. And then, we develop and propose KM strategy that would supplement the existing knowledge management method and techniques in the smartwork environment. Academically, this paper emphasizes the further research needs about KM in terms of smart work. Operationally, it outlines and guides to the KM strategies for the government and enterprise planners that are designing smartwork.

PPO 객체 진화에 의한 BPR-ISP-A/D 통합 방법론

  • 김영석;서효원
    • Proceedings of the CALSEC Conference
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    • 1999.07a
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    • pp.215-231
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    • 1999
  • CALS, Enterprise Integration, Virtual Enterprise 등을 구현하는데 있어서 BPR (business process re-engineering), ISP (Information Strategy Planning), Analysis/Design 등은 필수 적이다. 이러한 BPR, ISP, A/D 추진하는데 있어서 각 단계의 산출물은 유연하게 연계되지 못한다. 그 이유는 각 단계가 접근하는 초점이 다르고, 산출물의 성격이 다르며, 무엇보다도 각 단계의 전문가가 다르기 때문에 발생한다. 현재 기업이 각 단계를 추진할 때에는 반복적인 피드백을 통하여 정보를 공유하거나, 각 단계의 정보 연계가 제대로 이루어지지 않는다. 이러한 문제를 해결하기 위하여 BPR-ISP-A/D의 정보 연계를 유연하게 하기 위하여 PPO (Product-Process-Organization) 객체 진화에 의한 통합 방법론을 제안 하고자 한다. 그 과정은 1) Real world 정보를 PPO 객체로 정의하고, 2) PPO 객체를 기반으로 BPR을 수행하여 TO-BE model 을 만드는 동시에, 3) PPO TO-BE model과 함께 IT Architecture를 정의하며, 4) PPO 객체를 기반으로 Analysis and Design 과정을 통하여 Application system 객체 및 Data 객체를 정의한다. 이때 PPO 객체는 Real-world 객체에서 Application system 객체 및 Data 객체로 진화하게 되고 BPR-ISP-A/D의 seamless 통합이 이루어진다. 여기서, 단계 1) 과 2)는 System Engineering을 통하여 이루어진다. ARIS(Architecture of Integrated Information System, Dr. A-W. Scheer, 1998)개념을 도입하여 실세계를 정해진 규약에 따라 Model로 Mapping하고, 생성된 Model을 바탕으로 BPR을 수행하여 개선된 Model을 산출해 낸다. 단계 3)은, IE (Information Engineering, James Martine, 1990) 의 ISP가 도입되어, 설계업무를 지원하기위한 기본적인 시스템 구조를 구상하게 된다. 이와 함께 IT Model을 구성하게 되는데, 객체지향적 접근 방법으로 Model을 생성하고 UML(Unified Modeling Language)을 Tool로 사용한다. 단계 4)는 Software Engineering 관점으로 접근한다. 이는 최종산물이라고 볼 수 있는 설계업무 지원 시스템을 Design하는 과정으로, 시스템에 사용될 데이터를 Design하는 과정과, 데이터를 기반으로 한 기능을 Design하는 과정으로 나눈다. 이를 통해 생성된 Model에 따라 최종적으로 Coding을 통하여 실제 시스템을 구축하게 된다.

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Multilevel Precision-Based Rational Design of Chemical Inhibitors Targeting the Hydrophobic Cleft of Toxoplasma gondii Apical Membrane Antigen 1 (AMA1)

  • Vetrivel, Umashankar;Muralikumar, Shalini;Mahalakshmi, B;K, Lily Therese;HN, Madhavan;Alameen, Mohamed;Thirumudi, Indhuja
    • Genomics & Informatics
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    • v.14 no.2
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    • pp.53-61
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    • 2016
  • Toxoplasma gondii is an intracellular Apicomplexan parasite and a causative agent of toxoplasmosis in human. It causes encephalitis, uveitis, chorioretinitis, and congenital infection. T. gondii invades the host cell by forming a moving junction (MJ) complex. This complex formation is initiated by intermolecular interactions between the two secretory parasitic proteins-namely, apical membrane antigen 1 (AMA1) and rhoptry neck protein 2 (RON2) and is critically essential for the host invasion process. By this study, we propose two potential leads, NSC95522 and NSC179676 that can efficiently target the AMA1 hydrophobic cleft, which is a hotspot for targeting MJ complex formation. The proposed leads are the result of an exhaustive conformational search-based virtual screen with multilevel precision scoring of the docking affinities. These two compounds surpassed all the precision levels of docking and also the stringent post docking and cumulative molecular dynamics evaluations. Moreover, the backbone flexibility of hotspot residues in the hydrophobic cleft, which has been previously reported to be essential for accommodative binding of RON2 to AMA1, was also highly perturbed by these compounds. Furthermore, binding free energy calculations of these two compounds also revealed a significant affinity to AMA1. Machine learning approaches also predicted these two compounds to possess more relevant activities. Hence, these two leads, NSC95522 and NSC179676, may prove to be potential inhibitors targeting AMA1-RON2 complex formation towards combating toxoplasmosis.

A Proposal for Prototype-Free Production Preparation Processes Utilizing 3DCG Animations

  • Shinoda, Shinji;Shimozawa, Kazuhiro;Niwa, Akira;Kawase, Takeshi;Matsumoto, Toshiyuki;Mizumachi, Tadahiro
    • Industrial Engineering and Management Systems
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    • v.8 no.2
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    • pp.109-120
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    • 2009
  • As the use of 3DCAD data became widespread in designing products in manufacturing, attempts have been made to shorten lead time and reduce cost of production preparation utilizing 3DCAD data for launching assembly lines. In order to create assembly plans not only efficient but easy for operators to operate ('easy-to-operate'), this study presents approaches, methods, and systems for creating 3DCGAs (3 Dimensional Computer Graphic Animations) which automatically utilize a prototype-free production preparation methodology. Characteristics of this study include that it proposes the methodology for creating assembly operation 3DCGAs automatically, for all the possible assembly operations corresponding each of the possible assembly sequences first. Using the created 3DCGAs, the study next considers assembly methods by evaluating how easy or 'operator friendly' they are in implementing, and devises tools or jigs to be used, and plans efficient assembly line organization. The concept of the methodology was formed by focusing on the value-adding assembly steps at which parts turn into products directly. The study also validates the effectiveness of the presented methodology by employing the methods used in actual production preparation process in businesses, and proves that an efficient assembly line can be organized in a shorter period of time utilizing the developed system and by preparing easy-to-operate and efficient plans in 3DCGAs at the design stage.

The Implementation of Video Library using VR (가상현실을 이용한 동화상 도서관의 구현)

  • 김동현
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.7
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    • pp.1456-1461
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    • 2003
  • Recently, the quantity of using information go on increasing geometric-progression. At the same time, the management of information is effected on the most organization's effective operation so that many user call for the powerful equipment which expound. access more information. As information searching technology is concentrated about the object of information based on a letter mainly, an effective searching technology for the object of multimedia such as a still image, a video and a sound must be studied. As a monitor of computer is 2-D, it difficult for one to grasp the whole aspect at a look glance like a library. Accordingly, some condition is necessary. First, it acquired the virtual video, turning a camera around by 30 degrees with a camera of 15mm lens, giving a warping and distortion. Second, it improved the books for user to search easily, adding to the video in existing books information system. The original text suggests some way which can embody the video searching technology under the base of personal computer.

The Effect of VDI Technical Characteristics on Interaction and Work Performance (VDI 기술특성이 상호작용과 업무성과에 미치는 영향에 관한 실증적 연구)

  • Kwak, Young;Shin, Min Soo
    • Journal of Information Technology Services
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    • v.20 no.4
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    • pp.95-111
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    • 2021
  • Recently, many organizations are actively adopting VDI (Virtual Desktop Infrastructure), an IT-based business system, to build a non-face-to-face business environment for smart-work. However, most of the existing research on VDI has focused on the satisfaction of system service quality or the use of IT resources and investment for VDI introduction. However, research on effective management and utilization of factors according to the characteristics of VDI technology is urgently required. This study is an empirical research study on how VDI technology characteristics affect interactions and work performance by identifying differences in utilization factors between general organization members and IT managers, presenting standards for business utilization and management. This study proposed a model and hypothesis that the system technology characteristics for VDI use are mediated by interactions in which users respond to functions appropriate to their work. In order to verify the hypothesis, a questionnaire survey was conducted on 188 people of companies and institutions that have adopted and used VDI through a questionnaire survey. Data analysis was performed with partial least squares (PLS), a structural equation modeling (SEM) technique that uses a component-based approach to estimation. As a result of the empirical analysis, the same environmental function for performing work, N-th security, and remote access function factors for non-face-to-face work have a significant effect on interactivity, and IT managers have an additional significant effect on the management technology characteristics of resource reallocation. Has been shown to affect. The results of this study aim to minimize trial and error due to new introduction by presenting considerations for future VDI introduction through case analysis.

Calculation of Virtual Water Trading Between Countries (국가 간 가상수 거래 산정)

  • Park, Sung Je;Kang, In Hye;Park, Jui;Ryu, Si Saeng
    • Proceedings of the Korea Water Resources Association Conference
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    • 2018.05a
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    • pp.210-210
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    • 2018
  • 효과적인 물 사용과 물 관리 정책을 수립하기 위해서는 산업적 차원에서의 물 발자국 연구를 통해 산업 전반적인 수자원 활용 상황을 비교 분석할 필요가 있다. 또한 앞으로 국가 차원의 물 안보 정책을 수립하기 위해서는 기후변화와 국제환경 변화로 인해 우리나라의 물발자국 변화를 예측하는 것이 필수적이다. 국외에서는 일찍이 물과 환경전문 교육기관인 UNESCO-IHE를 중심으로 물발자국 산정방식의 이론적 연구와 함께 가상수 무역에 대한 연구를 진행해왔으며, 국제표준화기구(International Organization for Standardization, 이하 ISO)는 2014년 물발자국에 대한 가이드라인을 국제표준으로 지정하였다. 국내에서는 2009년 가상수와 물발자국에 대한 이론이 소개되어 공공기관의 주도로 가상수 및 물발자국과 관련된 연구가 진행되어 왔다. 이러한 연구결과를 바탕으로 데이터베이스를 구축하기도 하였으나 1차 산업 위주로 구성되어 있어 2차, 3차 산업 등 다른 산업에 대한 정보는 부족한 상태이다. 따라서 앞으로는 2차, 3차 산업 등에 대한 연구가 필요하다. 국제 가상수 거래의 도출을 위한 기초자료로서 WIOD의 input-output tables와 environmental accounts 등을 활용하였다. 본 연구에서는 생산량, 물사용량과 관련된 지표를 결합하여 가상수량을 도출하는 과정을 제시하고, 가상수 이동흐름 및 추이를 분석하였다. 이를 위해 주요 16개국(아르헨티나, 호주, 브라질, 캐나다, 중국, 프랑스, 독일, 인도, 일본, 한국, 러시아, 사우디아라비아, 태국, 미국, 베트남)의 농축산물 주요 10개 품목(쌀, 보리, 옥수수, 밀, 콩, 감자, 채소, 소고기, 돼지고기, 계란)을 대상으로 분석을 실시했다. 또한 국가별 가상수 교역량, 국가 간 가상수 교역량에 대한 1989년부터 2014년까지의 데이터셋을 구축하고 이에 대해 분석을 수행하였다. 가상수 교역의 품목별 분석결과 주요 16개국의 주요 가상수 수입 품목은 콩, 옥수수, 밀, 보리 순이며, 주요 가상수 수출 품목은 밀, 콩, 옥수수, 쌀 순으로 파악되었다. 가상수의 종류별로 분석한 결과 가상수 교역량은 지난 25년간 녹색 가상수가 94%의 압도적으로 많은 비중을 차지하고 있었다. 국가별로 가상수 수출입량을 분석한 결과 1989년에서 2013년까지 미국, 브라질, 아르헨티나, 호주 등 주요 농업 국가들이 전 세계 가상수 수출에서 우위를 점하고 있는 것으로 분석되었다.

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Potential Risks Associated with eSportsmen Activities: an Empirical Study

  • Bonkalo, Tatyana I.;Stepanova, Olga N.;Latushkina, Elena N.;Kozlyatnikov, Oleg A.;Kumancova, Elizaveta S.
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.280-284
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    • 2022
  • The purpose of the study was to identify the level of development of gaming disorder among e-sportsmen as a potential risk of their activity. Three groups were formed for the study. The first group consisted of 102 e-sportsmen aged between 18 and 32; the second group consisted of boys of the same age who, according to preliminary questionnaires, played computer games fairly frequently - at least once a week (n = 102); the third group consisted of individuals of the same gender and age, but who did not share a passion for computer games (n = 102). The study was performed using semi-structured interview during which the respondents filled out the Computer gaming disorder questionnaire developed and tested by O.M. Vidova under our supervision. Our study showed that among 102 e-sportsmen, 82,3% did not have any computer gaming disorder, only some tendency thereto. While 17,6% of e-sportsmen were characterized by a pronounced gaming disorder. E-sportsmen who prefer strategies, less than all other e-sportsmen, tend to escape from reality and accept the game role, to express their emotions through the game, and in general have the lowest level of dependence on games. Additionally, strategic e-sportsmen are most likely to study the game thoroughly and to develop themselves with it. Many Starcraft e-sportsmen tend to explore the possibilities of the game in detail and, at the same time, protect themselves from escaping into virtual reality. The risk of computer gaming disorder among e-sportsmen is largely determined by their sports achievements, the type of sports activity (individual or team), and genre of the preferred computer game.