• Title/Summary/Keyword: Work hope

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A Study on The Family Life Consciousness of Dasan Jeong Yak-yong for Educational Contents Development (교육콘텐츠 개발을 위한 다산(茶山) 정약용(丁若鏞) 가정생활관(家庭生活觀)에 대한 고찰(考察))

  • Ju, Young-Ae
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.529-544
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    • 2018
  • In this research, the significance and practice on life of Dasan Jeong Yak-Young's family is reviewed. Articles, letter, poetry written by Dasan and research papers regarding to him are mainly referred for the research. Family life consciousness is divided into three sections in terms of family, food clothing and shelter life, and the economy of the family. Dasan's family life consciousness has been organized with self-management, temperance, thrift, sharing and giving for family and others. He emphasized practical efforts in daily life to realize sense of family life. First, Dasan sought self-managing and temperance as follows. He suggested attitude of careful speech and behavior, filial duty, peace within a family, reading, and training the body and mind including nice and independent temperament with being in good shape. Second, Dasan has been taught to practice the following to save money. It is important to be diligent, to live a simple life, to work hard on one's work, and to avoid extravagant behavior and heavy drinking. Third, Dasan emphasized to practice rational sharing and giving. It is to adapt to the environment, to live within one's means, to cope with difficult circumstances, not to have desire, and to practice giving. Dasan's family life consciousness includes the rules and values for implementing a welfare society. The welfare society is a society that shares good values and practices norms. In the future, the content of education should be developed to provide education about Dasan's family life consciousness. I hope this study can provide an opportunity that the moral teachings of Dasan can be handed down and practiced in relation to family life.

An Analysis and Improvement of Free Form Building's Construction Productivity - Focused on Exposed Concrete Work - (비정형 건축물 공사의 생산성 분석 및 향상방안 - 노출콘크리트 공사를 중심으로 -)

  • Lee, Eun-Young;Kim, Yea-Sang
    • Korean Journal of Construction Engineering and Management
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    • v.15 no.3
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    • pp.38-46
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    • 2014
  • The Global's top five Design Firms selected from BauNetz a German architectural magazine in 2007 designed free form building design which was 25% of the overall design by 2006-2010. Free form building is a landmark of the city and the country so its social and economic impacts are very large. In case of Korea, free form buildings such as Tribowl in Incheon, KINTEX Exhibition hall 2 and Dongdaemun Design Plaza have increased. However, those the increase in design trends and, the needs due to the lack of free form building design and construction management experience, free form building projects can't be expected to profitability and have a number of problems after completion. Especially, there are many excessive quality problems and the rising cost due to design changes frequently and lack of experience and data. Thus an initial plan regardless of considering of free form building's characteristics can be a huge risk because of the difference with the plan and actual projects, yet there aren't free form building project's performance data and case studies related to productivity. In this study, through selection of low-construction productivity works and an analysis of the work process and productivity data, hope to propose an actual field productivity of free form building and the ways to improve productivity.

Analysis of physical and mental damage factors affecting the satisfaction of the working environment: Using the 5th Korea Working Conditions Survey (근로환경 만족도에 영향을 주는 신체적, 정신적 피해 요인 분석 : 제5차 한국근로환경조사를 이용하여)

  • Jeon, Hyeok-Jin;Pyo, Se-in;Choi, Jea-Won;Yoo, Jeong-Eun;Lee, Kim-Dong-Eun;Kim, Chang-Hwan
    • Journal of the Health Care and Life Science
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    • v.9 no.1
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    • pp.195-201
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    • 2021
  • The study was initiated to identify the causes of physical and mental harm to workers and provide basic data. It is an analysis study using raw data from the 5th Working Environment Survey, and the study analyzed the impact of gender, verbal violence, insults, sexual harassment, sexual interest, and bullying on working environment satisfaction. Most of the victims' sexual harassment offenders were their coworkers (83.6 percent), and it was confirmed that women experienced more damage from bullying and sexual interest than men. Insult and verbal abuse have been identified as factors that reduce working environment satisfaction. Based on this study, we hope to improve productivity and work-life balance as well as improve workers' satisfaction with the working environment as a program that takes into account workers' influence factors.

The Classification System and its Code on Archives of the Government-general Museum of Joseon in the National Museum of Korea (조선총독부박물관 문서의 분류 체계에 대한 시론)

  • Oh, Youngchan
    • MISULJARYO - National Museum of Korea Art Journal
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    • v.96
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    • pp.181-208
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    • 2019
  • This paper presents a new classification and code system on the Archives of the Government-general Museum of Joseon in the National Museum of Korea. Three points were noted that since the Museum belonged to the Government-general of Joseon, the classification system of the Archives should be established to comply with the Archives system of the Government-general of Joseon; based on the concept of the functional provenance, it is necessary to establish a classification system in accordance with the organization structure of the Government-general Museum of Joseon; a systematic and simple classification codes should be given based on the classification system to improve the convenience of searching and using the official document. The classification system and its code are proposed in the order of major function, medium function, small function, and detailed function. The major function of the Archives is 'A-Educational affairs', medium function 'Museum.' The small function may be divided into General affairs (01), Temple (02), Scenic Spot and Natural Monument (03), Historical Site (04), and Museum (05). The detailed function and detailed sub-functions are categorized by the various work assignments in each work units. I hope that this new classification system will make a contribution to organizing and utilizing the Archives of the Government-general Museum of Joseon in the National Museum of Korea.

Gender Inequality in Equality Presented in Utopian Literature Looking Backward: 2000-1887 (유토피아 문학 『뒤를 돌아보며』에 제시된 평등 속 젠더 불평등)

  • Ryu, Da-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.1
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    • pp.502-510
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    • 2021
  • This study examines gender inequality in the Utopian literature through Bellamy's novelLooking Backward: 2000-1887. Boston, USA, in 2000 is an equal society in which production and distribution are performed efficiently, and everyone can work with an equal opportunity without discrimination. But a closer look at the social structure shows that housework and parenting are predominantly women's duties, and the jobs that women and men can have are differentiating. Therefore, it is hard to say that true gender equality has been achieved. In addition, we could see that there were still remnants of gender inequality, such as showing the notion of beauty judged by male standards. However, Bellamy's Looking Backward: 2000-1887 is meaningful in that it improved women's status and suggested the direction and hope of social development in the 19th century. This study further examined whether these gender inequality factors have disappeared in modern society and confirmed that there remain many gender inequality factors. Therefore, we should all work together to improve the perception of members of society and make changes in social policies so that there is no discrimination between women and men so that we can truly become a gender-equal society.

A Study on the Will of Self-reliance Project Participants: Centering on the Area of G-gu, Gwangju Metropolitan City, District (자활사업 참여자의 자활 의지에 관한 연구: 광주광역시 G구 지역을 중심으로)

  • Kim, Young-Chun
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.553-564
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    • 2021
  • This study was conducted to understand the effects of participation perception, self-efficacy, self-esteem, and empowerment on self-support intention of self-support work project participants. For this study, a survey was conducted on participants in the self-support work project within the G-gu area. As a result of the study, it was found that the participation perception, self-efficacy, and empowerment of participants in the self-support project had a positive (+) effect on the self-support will. Also, in the process where participants' perceptions of participation, self-efficacy, and self-esteem affect the will to self-support, it was found that empowerment partially mediated participation perception and self-efficacy and fully mediated self-esteem. Based on these results, the following are practical suggestions for improving self-support project participants' will to self-support as follows. First, systematic training courses are needed in the application and selection of recipients, establishment of self-support plans, and gateway training courses so that participants in self-support projects can correctly recognize self-support projects. Second, it is necessary to systematize the case management system provided by the self-help center and re-establish the role in order to strengthen the participants' hope for self-reliance. Third, it is necessary to identify the strengths of the participants in the self-support project, create results for self-support, and operate a program that strengthens the latent motivation to solve their own problems and change their behavior. Fourth, the empowerment of participants and professional ability of practitioners should be strengthened so that participants can solve the alienation and social exclusion experienced in the process of participating in the project.

Family Members' Caregiving Experience for Middle-aged and Elderly Breast Cancer Survivors at Early Stages (중·고령 초기 유방암 생존자를 돌보는 가족의 경험)

  • Park, So-Young;Park, Hyangkyung;Koo, Hyang Na;Baek, Jung Yun;Noh, Eunjeong
    • 한국노년학
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    • v.40 no.1
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    • pp.111-130
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    • 2020
  • This qualitative study aims to understand family members' caregiving experience for middle-aged and elderly breast cancer survivors at early stages. A total of four families of breast cancer survivors were given focus group interviews(FGI), and an additional family was interviewed individually. The thematic analyses of the FGI and individual in-depth interview discussions revealed the following four themes: first, day-to-day feelings like walking on thin ice (entangled emotions with each treatment stage, regret of watching a survivor's pain, fear of recurrence and death, concerns of changes in family relationships, and various feelings experienced as a daughter), second, caregiving has become a mainstay in my life (unfamiliar and unskilled care, losing my life), third, beginning to recover and different experiences between a survivor and a family caregiver (not understanding a survivor's pain from the abyss, forgetting that the survivor is still a cancer patient and that treating him or her casually), and fourth, moving forward (hope that things will be better, taking care of myself to prevent exhaustion). Based on the results of this study, we proposed social welfare services and policy measures to reflect the psychosocial needs of family caregivers of breast cancer survivors and support family caregivers during the care process.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.

An Empirical Study on the Influencing Factors of Perceived Job Performance in the Context of Enterprise Mobile Applications (업무성과에 영향을 주는 업무용 모바일 어플리케이션의 주요 요인에 관한 연구)

  • Chung, Sunghun;Kim, Kimin
    • Asia pacific journal of information systems
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    • v.24 no.1
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    • pp.31-50
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    • 2014
  • The ubiquitous accessibility of information through mobile devices has led to an increased mobility of workers from their fixed workplaces. Market researchers estimate that by 2016, 350 million workers will be using their smartphones for business purposes, and the use of smartphones will offer new business benefits. Enterprises are now adopting mobile technologies for numerous applications to increase their operational efficiency, improve their responsiveness and competitiveness, and cultivate their innovativeness. For these reasons, various organizational aspects concerning "mobile work" have received a great deal of recent attention. Moreover, many CIOs plan to allocate a considerable amount of their budgets mobile work environments. In particular, with the consumerization of information technology, enterprise mobile applications (EMA) have played a significant role in the explosive growth of mobile computing in the workplace, and even in improving sales for firms in this field. EMA can be defined as mobile technologies and role-based applications, as companies design them for specific roles and functions in organizations. Technically, EMA can be defined as business enterprise systems, including critical business functions that enable users to access enterprise systems via wireless mobile devices, such as smartphones or tablets. Specifically, EMA enables employees to have greater access to real-time information, and provides them with simple features and functionalities that are easy for them to complete specific tasks. While the impact of EMA on organizational workers' productivity has been given considerable attention in various literatures, relatively little research effort has been made to examine how EMA actually lead to users' job performance. In particular, we have a limited understanding of what the key antecedents are of such an EMA usage outcome. In this paper, we focus on employees' perceived job performance as the outcome of EMA use, which indicates the successful role of EMA with regard to employees' tasks. Thus, to develop a deeper understanding of the relationship among EMA, its environment, and employees' perceived job performance, we develop a comprehensive model that considers the perceived-fit between EMA and employees' tasks, satisfaction on EMA, and the organizational environment. With this model, we try to examine EMA to explain how job performance through EMA is revealed from both the task-technology fit for EMA and satisfaction on EMA, while also considering the antecedent factors for these constructs. The objectives of this study are to address the following research questions: (1) How can employees successfully manage EMA in order to enhance their perceived job performance? (2) What internal and/or external factors are important antecedents in increasing EMA users' satisfaction on MES and task-technology fit for EMA? (3) What are the impacts of organizational (e.g. organizational agility), and task-related antecedents (e.g., task mobility) on task-technology fit for EMA? (4) What are the impacts of internal (e.g., self-efficacy) and external antecedents (e.g., system reputation) for the habitual use of EMA? Based on a survey from 254 actual employees who use EMA in their workplace across industries, our results indicate that task-technology fit for EMA and satisfaction on EMA are positively associated with job performance. We also identify task mobility, organizational agility, and system accessibility that are found to be positively associated with task-technology fit for EMA. Further, we find that external factor, such as the reputation of EMA, and internal factor, such as self-efficacy for EMA that are found to be positively associated with the satisfaction of EMA. The present findings enable researchers and practitioners to understand the role of EMA, which facilitates organizational workers' efficient work processes, as well as the importance of task-technology fit for EMA. Our model provides a new set of antecedents and consequence variables for a TAM involving mobile applications. The research model also provides empirical evidence that EMA are important mobile services that positively influence individuals' performance. Our findings suggest that perceived organizational agility and task mobility do have a significant influence on task-technology fit for EMA usage through positive beliefs about EMA, that self-efficacy and system reputation can also influence individuals' satisfaction on EMA, and that these factors are important contingent factors for the impact of system satisfaction and perceived job performance. Our findings can help managers gauge the impact of EMA in terms of its contribution to job performance. Our results provide an explanation as to why many firms have recently adopted EMA for efficient business processes and productivity support. Our findings additionally suggest that the cognitive fit between task and technology can be an important requirement for the productivity support of EMA. Further, our study findings can help managers in formulating their strategies and building organizational culture that can affect employees perceived job performance. Managers, thus, can tailor their dependence on EMA as high or low, depending on their task's characteristics, to maximize the job performance in the workplace. Overall, this study strengthens our knowledge regarding the impact of mobile applications in organizational contexts, technology acceptance and the role of task characteristics. To conclude, we hope that our research inspires future studies exploring digital productivity in the workplace and/or taking the role of EMA into account for employee job performance.

A Study on the Improvement of UI Design for Online Craft Learning Platform (온라인 공예 학습 플랫폼 UI디자인 개선 방향 연구)

  • Jang, Hui-Su;Nam, Won-Suk
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.145-156
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    • 2020
  • Recently, as a culture that values work-life balance has become more important in society as a whole, interest in hobbies and leisure activities that will enrich life is increasing. This phenomenon is due to an increase in platforms where people can enjoy and learn hobbies online. Among them, craft-related content is growing rapidly, and as offline education has been brought online, learning immersion has been reduced online. Therefore, in this study, we want to identify current problems in online and offline craft learning and seek ways to improve UI design to solve them. To this end, we conducted a literature survey on the online learning platform, online craft learning platform and UI design, and based on this, conducted case investigation and analysis to derive the third stage of the learning process of the online craft learning platform. Subsequent surveys showed that as a result, the online craft learning platform was able to find improvements in terms of differentiating the content exploration process, visualizing the craft progress stage, ease of working with video tools, and providing smooth feedback, and in addition to the need for a device for active learning. Through the results of this study, we hope to expand the craft content market by making it easier for users to enjoy the contents provided on the online craft learning platform.