• Title/Summary/Keyword: Y 균형 측정

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A Study on the Time-lag Effects of Financial & Non-financial Performances of Balanced Scorecard (균형성과표의 재무적 및 비재무적 성과의 시차적 효과 특성에 관한 연구)

  • Jeong, Ki-Man
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.8
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    • pp.2103-2109
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    • 2009
  • Balanced Scorecard(BSC) is one of the ways to estimate the achievement results of enterprises which, beyond the simple financial index traditionally used for enterprise achievement result management system, aims to estimate and manage the key perspectives for the future and goal achievement of enterprises as financial perspectives, customer perspectives, internal business perspectives, learning and growth perspectives with a fully consistent and balanced measure, and moreover manage their relationships regarding cause and effect on its basis. Introduction of BSC can be a profound implication for management strategies not only in that its introduction itself has numerous direct effects but also in the way of understanding whether or not its sequential relations exist. Thus this study focused on if the introduction of BSC is effectual, and if there exist any time-lag sequential relations between the effects. The results of the this study indicate that the introduction of BSC has positive effects on the internal business perspectives, learning and growth perspectives, financial perspectives, with the last aspect lasting longer. After dividing perspectives of BSC into leading indicator and lagging indicator, the analysis on if there was some relationships between two indicators was done. As a result, the introduction makes internal process improve first, which has positive effects on financial performance next.

The Effects of Complex Balance Exercise Based on Altered Surface Conditions on Balance Ability in Healthy Adults (치료면의 질에 따른 복합균형운동이 정상성인의 균형능력에 미치는 영향)

  • Lee, seo-jung;Kim, yun-ji;Mo, min-woo;Kim, myung-jung;Lee, sang-yong;Park, jung-seo;Lee, Dae-hee
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.97-98
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    • 2012
  • 본 연구의 목적은 치료면의 질에 따른 복합균형운동프로그램이 균형능력에 어떠한 영향을 미치는지 알아보기 위해 본 연구를 실시하였다. 정상 성인 21명을 대상으로 연구를 진행하였으며 복합균형 운동을 실시한 Aero-step군(ASG)과 평지면군(Flat floor group;FFG) 그리고 처치 없이 실시한 대조군에게 Biodex balance system을 이용하여 전체안정성지수(Overall stability index;OSI), 전후안정성지수(Anteroposterior index;APSI), 좌우안정성지수(Mediolateral stability index;MLSI)를 측정하였다. 본 연구 결과에서 전체안정성지수와 전후안정성지수는 Aero-step군의 그룹 내 비교에서 유의한 차이가 있었으며 좌우안정성지수는 평지면군의 그룹 내 비교에서 유의한 차이가 있었다. 전후안정성지수의 그룹간 비교에서 유의한 차이가 있었다. 본 연구의 결과에 따라 치료면의 질에 따른 복합균형운동이 안정된 지지면 보다는 불안정한 지지면의 균형능력 향상에 더 효과적이라 사료된다.

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Comparative Analysis of Fall-Related Physicopsychological according to Virtual Exercise and Lumbar Stabilization Exercise in the Patient with Stroke (가상현실 체험형 운동과 요부안정화운동에 따른 뇌졸중환자의 낙상관련 신체·심리적 비교 분석)

  • Jung, Dae-In;Seo, Tae-Hwa;Ko, Dae-Sik
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.274-282
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    • 2012
  • This study conducted the following experiment to examine change of physicopsychological function on lumbar stabilization exercise(LSE) and virtual reality game training(Nintendo Wii Sport-NWS) to stroke patients subject for fall prevention. Psychological function was measured by falls efficacy with stroke patients and physical function was measured by static and dynamic balance on comparative analysis of pre, post exercise and each groups in 30 stroke patient subject. Static balance was measured by BBS, FRT, dynamic were measured by TUG, 10m walking test and falls efficacy with stroke patients was measured index of falls efficacy. These result lead us to the conclusion that each group were statistically improved at all physicopsychological test, but BBS, FRT, 10m walking test were more statistically improved at LSE group and falls efficacy with stroke patients were more improved at virtual reality game training group. Consequently, virtual reality game training would be lead to positive increment of physicopsychological function on stroke patient.

Real time remote management for home network system using bio-physical sensor (생체 센서 시스템을 이용한 실시간 원격 홈 네트워크 시스템)

  • Kim, Jeong-Lae
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.1
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    • pp.117-124
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    • 2011
  • This study was realized the home network system for home care by bio-physical sensor system, to convey for the remote physical signal. The composition condition has four functions of displacement point for a Vision, Somatosensory, Vestibular and CNS that the basic measurement used to a Heart Rate, Temperature, Weight. Physical signal are decided to search a max and min point with adjustment of 0.01 unit in the reference level. There were checked physical condition of body balance to compounded a physical neuroceptor of sensory organ for the measurement such as a Vision, Somatosensory, Vestibular, CNS, BMI. There are to check a health care condition through a combination of physical organ with a posturography of a exercise. The service of home network system can be used to support health care management system through health assistants in health care center and central health care system. It was expected to monitor a physical parameter for the remote control health management system.

Effects of Virtual Reality Based Video game and Rehabilitation Exercise on the Balance and Activities of Daily Living of Chronic Stroke Patients (가상현실기반 비디오게임과 재활운동이 만성기 뇌졸중 환자의 균형 및 일상생활동작에 미치는 영향)

  • Lee, Hyun-Min
    • Journal of the Korean Society of Physical Medicine
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    • v.8 no.2
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    • pp.201-207
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    • 2013
  • 연구목적: 닌텐도 위를 이용한 가상현실기반 비디오게임 프로그램을 만성기 뇌졸중 환자에게 적용하여 균형능력 및 일상생활동작에 어떠한 영향을 미치는지 알아보고, 뇌졸중 환자의 재활프로그램으로서 적용 가능성이 있는지 알아보고자 한다. 연구방법: 만성기 뇌졸중 환자를 무작위로 가상현실기반 비디오게임 프로그램을 적용한 실험군(n=7)과 적용하지 않은 대조군(n=10)으로 구분하여 연구를 진행하였다. 연구에 참여한 모든 대상자에게 30분의 Bobath therapy와 15분간의 FES 치료를 기본적으로 실시하였다. 이에 더하여 실험군은 가상현실기반 비디오게임 프로그램을 1일 30분이내, 주 5회, 3주간 실시하였다. 대조군은 자전거 운동과 보행훈련으로 30분간 시행하였다. 실험 전 후 눈뜨고 외발서기(OLST; open leg standing test), Timed Up and Go(TUG) 검사, 10m 걷기 검사, Functional Independence Measure(FIM)를 측정하였다. 실험 전과 실험 후 측정값의 차이를 비교하기 위해 Wilcoxon Signed Ranks Test를 실시하였다. 그리고 각 측정값의 변화량에 대한 실험군과 대조군 사이의 차이를 알아보기 위해 Mann-Whitney U Test를 실시하였다. 연구결과: 실험결과는 다음과 같다. 1) 실험군에서는 FIM의 유의한 증가와 TUG, 10m 걷기 검사의 유의한 감소를(p<.05) 보였다. 대조군에서는 OLST의 증가와 TUG, 10m walking test의 감소가 나타났지만 통계적으로 유의하지 않았다. 오직 FIM에서만 유의한 증가가 나타났다(p<.05). 2) 실험 전 후의 실험군과 대조군의 각 측정값들의 평균차를 비교한 결과 실험군은 대조군보다 실험 전 후 OLST, TUG, 10m walking test 차이의 평균은 컸지만 통계적으로 유의하지 않았다. 결론: 이상의 결과로부터 가상현실기반 비디오게임이 만성기 뇌졸중 환자의 동적균형능력 및 일상생활동작 향상에 효과가 있음을 알 수 있었다.

The Development and Validation Study of the Work-Life Balance Organizational Culture Scale (일과 삶의 균형 조직문화 척도 개발 및 타당화 연구)

  • Park, Cheong-Yeul;Sohn, Young-Mi
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.693-705
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    • 2016
  • The purposes of this study were to develop work-life balance supportive organizational culture scale(WLB supportive organizational culture) and to verify it's validity. We reviewed comprehensive studies about work-life balance and organizational culture as well as scales related to them. We theoretically extracted some important factors of WLB organizational culture from reviews and then made 38 preliminary questions. 773 married workers in their 30s to 50s were responded to a questionnaire consisted of 38 preliminary questions and 9 variables(work-life balance, quality of life, job satisfaction, turnover etc) for criterion related validity verification. As the results of factor analysis such as EFA and CFA, we could confirm five factors including WLB organizational management, WLB supportive supervisors, empathetic communication with coworkers, coworkers' material support to WLB and accessibility to WLB programs. Second, correlation analyses were performed to investigate the validation of this scale. In result, it was revealed that the WLB supportive organizational culture scale was highly correlated with other family supportive organizational culture measures as well as dependent variables such as work-life balance, quality of life, job satisfaction, turnover. We expect this study contribute to improve the quality of studies about work-life balance and organizational culture.

The Effects of Virtual Reality Interactive Games on the Balance Ability of Elderly Women with Knee Osteoarthritis (가상현실 상호작용 게임이 무릎 골관절염 여성 노인의 균형능력에 미치는 영향)

  • Wi, Sam-Yeol;Kang, Jong-Ho
    • Journal of the Korean Society of Physical Medicine
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    • v.7 no.3
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    • pp.387-393
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    • 2012
  • 연구목적 : 본 연구는 Xbox 360 Kinetic Sensor를 사용한 가상현실 상호작용 게임이 무릎 골관절염을 앓는 여성 노인의 균형능력에 미치는 영향을 알아보는 것이다. 연구방법 : 65세 이상의 지역사회에 거주하는 여성 노인으로 무릎 골관절염으로 진단받은 40명을 대상자로 선정하였다. 대상자는 20명씩 무작위로 실험군과 대조군에 배치되었다. 실험군은 Xbox 360 Kinetic Sensor를 사용한 가상현실 상호작용 게임을 매 30분, 주 3회, 4주간 처치하였다. 대조군은 가상현실 상호작용 게임을 적용하지 않았다. 결과 측정은 눈을 뜬 상태와 눈을 감은 상태에서 신체 중심의 이동거리로 측정하였다. 연구결과 : 실험군의 신체중심 이동거리는 눈을 뜬 상태와 눈을 감은 상태 모두 중재 전보다 유의하게 증가하였다. 또한 중재후 실험군의 신체중심 이동거리는 눈을 뜬 상태와 눈을 감은 상태 모두 대조군보다 유의하게 높게 증가하였다. 결론 : Xbox 360 Kinetic Sensor를 이용한 가상현실 상호작용 게임은 무릎 골관절염을 앓는 여성 노인의 균형 능력을 증진시키는데 효과적이었다.

Mixed-mode S-parameter Measurement System of Twisted Pairs (연선의 혼합 모드 산란 계수 측정 시스템)

  • Ahn, Jungsik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.6
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    • pp.888-894
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    • 2018
  • In this paper, we proposed a mixed-mode s-parameter measurement system for measuring the performance of twisted pairs. A twisted pair is a balanced type component, its characteristics can not be directly measured using network analyzer, which is generally implemented as a unbalanced type. It is possible to convert between balanced signal and unbalanced signal by using a balun but it restricts the frequency range of the measurement system. The proposed system measures the performance of twisted pairs by measuring mixed-mode s-parameters using a 4-port vector network analyzer and a designed fixture, without using a balun. We measured the performance of a commercial Ethernet cable and compared with the results which measured by using baluns. The results showed that the proposed system is capable of measuring the performance of twisted pairs.

The Effect of a Self-exercise with Ankle Movement Control Device through Visual Feedback on Ankle Movement and Balance Ability for the Elderly: Case-study (시각적 피드백에 따른 발목 움직임 조절 도구를 이용한 자가 운동이 노인의 발목 움직임 조절과 균형 능력에 미치는 영향: 사례 연구)

  • Cho, Sun Young;Shin, Su Jung
    • The Journal of Korean society of community based occupational therapy
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    • v.3 no.2
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    • pp.25-32
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    • 2013
  • Objective : The purpose of this study was to investigate the effect of the ankle movement and the balance when the elderly conducted self-exercise with ankle movement control device through visual feedback. Method : This case-study included pre-test and post-test. The elderly women aged 80 did self-exercise for 20 minutes both morning and afternoon every day. The pre-test and post-test was conducted tracking test for evaluating ankle control movement and running time measurement of standing on one foot and Timed up-And-Go test for balance. Result : The subject improved the ankle control movement on tracking test and improved the balance in running time measurement of standing on one foot. But, Timed up-And-Go test was no change. Conclusion : The self-exercise with device of ankle movement control through visual feedback improved the ankle control movement and the balance for elderly.

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A Study on the Analysis of Posture Balance Based on Multi-parameter in Time Variation (시간변화에 따른 다중파라미터기반에서 자세균형의 분석 연구)

  • Kim, Jeong-Lae;Lee, Kyoung-Joung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.5
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    • pp.151-157
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    • 2011
  • This study analyzed the posture balance of time variation for exercising body a period of time. Posture balance measured output values for the posture balance system of body moving in the multi-parameter. Posture moving variation had three methods such as open and closed eye, head moving and upper body moving. There were checked a parameter that measured vision, vestibular, somatosensory, CNS. This system was evaluated a data through the stability. This system has catched a signal for physical condition of body data such as a data acquisition system, data signal processing and feedback system. The output signal was generated Fourier analysis that using frequency of 0.1Hz, 0.1-0.5Hz, 0.5-1Hz and 1Hz over. The posture balance system will be used to support assessment for body moving the posture balance of time variation. It was expected to monitor a physical parameter for health verification system.