• Title/Summary/Keyword: display design

Search Result 2,484, Processing Time 0.036 seconds

Emotional labor's surface acting and emotional exhaustion in public institution - The moderating effect on perceived organizational support and leader support - (공공기관 감정노동자의 표면행위와 감정소모 - 조직지원과 상사지원의 조절효과 -)

  • Han, Su-Jin;Kang, So-Ra
    • Management & Information Systems Review
    • /
    • v.37 no.4
    • /
    • pp.109-123
    • /
    • 2018
  • Emotional labor is now emphasized as a very important concept not only for private companies but also for public servants who perform public affairs in public institutions, but relatively theoretical research is lacking. The purpose of this study is to examine the negative effects of the surface acting on emotional labor and to examine the moderating effect of social support to reduce it. As for the social support, we distinguished between POS support and supervisor support. Furthermore, we found that any support among POS and supervisor support has a large effect on the relationship between surface acting and emotional exhaustion. In order to verify this research model and hypothesis, we conducted 250 employees who perform civil affairs in public institutions. The results of this study are summarized as follows. First, it was found that surface acting had a very significant effect on emotional exhaustion. The increase in emotional exhaustion due to the incongruity between inner emotions and display emotions appeared to be the same as the results of research on existing private companies. Second, both POS and supervisor support significantly reduce the relationship between surface acting and emotional exhaustion. Third, the moderating effect of POS and supervisor support showed that the control effect of superiors' support was stronger, so that the surface act reduced the influence of emotional exhaustion more strongly. The results of this study refer to the importance of emotional labor education for civil servants performing civil affairs. In addition, it suggests that various programs should be provided to relieve emotional exhaustion and stress of civil service officials. In addition, it suggests a more aggressive organizational support design for high-level POS.

Study on the Changes in Riverfront Landscape of Taehwa River, Ulsan City (울산시 태화강 수변 경관 변천에 관한 연구)

  • Jeung, Min-Ki;Han, Sam-Geon
    • Journal of the Architectural Institute of Korea Planning & Design
    • /
    • v.34 no.8
    • /
    • pp.117-128
    • /
    • 2018
  • The central of Ulsan was formed and has been developed in alluvial plains the Riverfront of Taehwa River and Dongcheon River Fortresses including Gyebyeonseong of the late Silla, Chisoseong of the Goryeo, Ulsan Gyeonsangjwabyeongyeongseong, Ulsaneupseong, Ulsanwaeseong and Yeompoyeongseong as well as Gugangseowon and Old Ulsanhyanggyo and other facilities well display such fact. In the southern areas of Taehwa River, Byeokpajeong of Samsan, Buddhist temples and pavilion architectures used to be located. In its upstream areas, Eonyangeupseong, Eonyanghyanggo, Banguseowon and Daegokcheon Petroglyph exist as well. As such, the Riverfront of Taehwa River are a central space where the civilization of Ulsan has grown and developed, and are regarded as a core scenic asset of Ulsan. However, the look and nature of Taehwa River changed significantly due to Ulsan irrigation project and the construction of modern bridges such as Ulsangyo and Ulsan railway bridge during the period of Japanese occupation. The old look of the area started to be ruined by water contaminations and developments of waterfront lands that resulted from the development of Ulsan Industrial Center in 1962. The water quality of Taehwa River has been improved as a result of allotting a huge budget and administrative powers before and after 1997, the year when Ulsan was elevated to a metropolitan city. However, the surrounding views around Taehwa River changed greatly due to various urban development projects including apartment complex constructions. This is because the development of the Riverfront started from a land utilization project, in which the construction of apartment complexes was included in the initial phase; as a result, the areas were changed to be private scenic assets for those apartments. Aware of such issue, this study aims to identify major scenic elements that were present in the period before such developments in the river's surrounding areas from literature and geography materials; and to reveal how various urban development projects that have been performed from the period of Japanese occupation have changed the scenic elements of Riverfront of Taehwa River. The purpose of this study is to identify qualitative and quantitative changes in scenic elements of the Riverfront of Taehwa River as well as the characteristics of the resulting changes in the surrounding scenery.

A Study on the Development of School Library Mobile App Service Based on User Experience (사용자 경험을 기반으로 한 학교도서관 모바일 앱 서비스 개발에 관한 연구)

  • Park, Sora;Lee, Mihwa
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.32 no.2
    • /
    • pp.49-67
    • /
    • 2021
  • The school library provides a mobile web service that allows access to the library catalog system, and provides services that reflect the needs of search and consider the characteristics of mobile devices. Therefore, this study conducted a literature review, an analysis of the current status of school library mobile web services, and a survey of the mobile service user experience of students and teachers to find the contents and service plans for school library mobile app services that meet the school library mobile needs. Based on the survey, the contents and design plan of the school library DLS mobile service was prepared. First, the steps were reduced from step 4 to step 3. In the first step, solution of screen clipping errors in registering as a member and various login platforms for accessibility are needed. In the second step, integrated search and detailed search, provision of materials for use and reading education, post-booking activities, guides and announcements on the use of the affiliated school library, inter-loan, and e-books are provided as main menu. In the third step, it was proposed to provide related functions such as reservations as well as the display of the detailed screen of the search results of the collection. This study can be used not only to develop dedicated mobile app services, but also to change current web-based mobile services.

Design and Implementation of Sandcastle Play Guide Application using Artificial Intelligence and Augmented Reality (인공지능과 증강현실 기술을 이용한 모래성 놀이 가이드 애플리케이션 설계 및 구현)

  • Ryu, Jeeseung;Jang, Seungwoo;Mun, Yujeong;Lee, Jungjin
    • Journal of the Korea Computer Graphics Society
    • /
    • v.28 no.3
    • /
    • pp.79-89
    • /
    • 2022
  • With the popularity and the advanced graphics hardware technology of mobile devices, various mobile applications that help children with physical activities have been studied. This paper presents SandUp, a mobile application that guides the play of building sand castles using artificial intelligence and augmented reality(AR) technology. In the process of building the sandcastle, children can interactively explore the target virtual sandcastle through the smartphone display using AR technology. In addition, to help children complete the sandcastle, SandUp informs the sand shape and task required step by step and provides visual and auditory feedback while recognizing progress in real-time using the phone's camera and deep learning classification. We prototyped our SandUp app using Flutter and TensorFlow Lite. To evaluate the usability and effectiveness of the proposed SandUp, we conducted a questionnaire survey on 50 adults and a user study on 20 children aged 4~7 years. The survey results showed that SandUp effectively helps build the sandcastle with proper interactive guidance. Based on the results from the user study on children and feedback from their parents, we also derived usability issues that can be further improved and suggested future research directions.

The Impact of Servicescapes of Global Coffee Franchise Store on Customer Satisfaction and Loyalty: The Case Study of 'C' Franchising Company in Mongolia (글로벌 커피 프랜차이즈 전문점의 서비스스케이프가 고객만족과 충성도에 미치는 영향 : 몽골의 'C' 기업의 사례 연구)

  • Samdan, Davaasuren;Han, Young-Wee;An, Dae-Sun
    • The Korean Journal of Franchise Management
    • /
    • v.9 no.3
    • /
    • pp.19-29
    • /
    • 2018
  • Purpose - Due to the increase in coffee consumption and competition, domestic coffee franchise companies are currently entering the overseas market. Therefore, coffee franchise companies are pursuing a variety of marketing strategies to meet customer needs and gain competitive advantage in overseas markets. From this perspective, overseas franchise companies need to ensure that their servicescapes meet the needs of their overseas customers. For these purposes, the study is to identify the impact servicescapes on customer satisfaction and customer loyalty focused on Global Coffee Franchise Company "C", which extended its business worldwide in Mongolia. Research design, data, and methodology - The data were collected from customers who had visited the stores of 'C' company in Ulaanbaatar, Mongolia. 435 valid questionnaires collected through online survey coded and analyzed using frequency, confirmatory factor analysis, correlations analysis, and structural equation modeling with SPSS 24 and SmartPLS 3.0. Result - Firstly, seating comfort, facility aesthetics, and cleanliness, ambient conditions among servicescapes influenced customer satisfaction. Secondly, servicescapes didn't affect the loyalty directly. Third, customer satisfaction had positive effect on loyalty. Fourthly, cleanliness which was ranked lower in Korea had a great effect on customer satisfaction in Mongolia. Fifthly, IPMA(Importance-performance map analysis) shows that the importance of servicescapes is higher for women than for men, and facility aesthetics for female and cleanliness is the most important for male. Conclusions - The results of this study show that there is a positive (+) effect on customer satisfaction in order of cleanliness, ambient conditions, aesthetics, and seating comfort. Therefore, franchise companies considering or advancing into Mongolia should consider importance in order of cleanliness, ambient conditions and aesthetics when entering Mongolia market. For example, franchise managers should select Monday as a "clean day," and all merchants should spend all of their open hours and keep their stores clean in accordance with the head office manual. In addition, franchise managers need to hire a VMD (visual merchandising) experts to build up a physical environment that will effectively highlight the space-specific display of the store so that Mongolian local customers can have a satisfactory climate and aesthetics. And, the IMPA analysis between servicescapes and customer satisfaction shows that women are more susceptible to servicescapes than men. Especially, in the case of women, the importance of esthetics is high, but the performance is low. Thus, if the aesthetics are actively improved, customer satisfaction can be effectively increased.

TV Anytime and MPEG-21 DIA based Ubiquitous Consumption of TV Contents in Digital Home Environment (TV Anytime 및 MPEG-21 DIA 기반 콘텐츠 이동성을 이용한 디지털 홈 환경에서의 유비쿼터스 TV 콘텐츠 소비)

  • Kim Munjo;Yang Chanseok;Lim Jeongyeon;Kim Munchurl;Park Sungjin;Kim Kwanlae;Oh Yunje
    • Journal of Broadcast Engineering
    • /
    • v.10 no.4 s.29
    • /
    • pp.557-575
    • /
    • 2005
  • Much research in core technologies has been done to make it possible the ubiquitous video services over various kinds of user information terminals anytime anywhere in the way the users want to consume. In this paper, we design plototypesystem architecture for the ubiquitous TV program content consumption based on user preference via various kinds of intelligent information terminals in digital home environment, and present an implementation and testing results for the prototype system. For the system design, we utilize the TV Anytime specification fur the consumption of TV program contents based on user preference in TV programs, and also use the MPEG-21 DIA (Digital Item Adaptation) tools which are the representation schema formats in order to describe the context information for user environments, user terminal characteristics, user characteristics for universal access and consumption of the preferred TV program contents. The proposed ubiquitous content mobility prototype system is designed to make it possible to seamlessly consume contents by a single user or multiple users via various kinds of user terminals for the TV program contents they watch together. The proposed ubiquitous content mobility prototype system in digital home environment consists of a home server, a display TV terminal, and an intelligent information terminal. We use 42 TV programs contents in eight different genres from four different TV channels in order to test our prototype system.

An Analysis and Evaluation of Cyber Home Study Contents for Self-directed Learning - Focused on the Earth Science Content of the Science Basic Course for the 7th grade - (사이버가정학습의 자율학습용 콘텐츠 분석 및 평가 - 중학교 1학년 과학 기본과정 지구과학영역을 중심으로 -)

  • Na, Jae-Joon;Son, Cheon-Jae;Kook, Dong-Sik
    • Journal of the Korean earth science society
    • /
    • v.31 no.4
    • /
    • pp.392-402
    • /
    • 2010
  • The purpose of this study is to analyze and evaluate the self-directed learning contents of Earth science area in the basic course of the 7th grade. For this purpose, we applied the 'Cyber Home Study Content Quality Control Tool' presented in 'Elementary Secondary Education e-Learning Quality Management Guidelines (Ver.2.0)' of Korea Education & Research Information Service (2008). The results of contents analysis are as follow: First, it was presented that the study guide introduced the contents which should be studied for one class, properly. And it was not analyzed that the diagnosis assesment was not completed in the initiative study; Second, it was possible to study choosing the contents fitting the learner's level of learning in the main study, it was comprised of about 15 minutes. Third, it was performed without feedback for incorrect answers in the learning assessment, just the number of wrong questions. And the learning arrangement present the important contents learned in that class, summarizing and arranging again. The results of content evaluation are as follows: First, a big difference was not showed against the needs analysis, instructional design, interaction in each class. And the evaluation of the ethics was not included a word or sentence not suitable. The evaluation of copyright, it was analyzed that Work within the content display in compliance with international copyright Second, the evaluation of instructional design presented mainly the description of a simple picture based, the visible resources like flash card were poor. And in the evaluation of Supporting System, it was presented that the contents were installed so that it was freely available for learners. But it was analyzed that there was no memo-function learners were able to jot down something during the studying contents. And in the evaluation for evaluation, the clear valuation basis about the described content was not presented. So there were slightly differences for each class. Third, in the evaluation and analysis for learning content, it was presented that there were some big differences for each class because it was not composed of the latest information, not corrected and complementary.

Methodologies for Enhancing Immersiveness in AR-based Product Design (증강현실 기반 제품 디자인의 몰입감 향상 기법)

  • Ha, Tae-Jin;Kim, Yeong-Mi;Ryu, Je-Ha;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.44 no.2 s.314
    • /
    • pp.37-46
    • /
    • 2007
  • In this paper, we propose technologies for enhancing the immersive realization of virtual objects in AR-based product design. Generally, multimodal senses such as visual/auditory/tactile feedback are well known as a method for enhancing the immersion in case of interaction with virtual objects. By adapting tangible objects we can provide touch sensation to users. A 3D model of the same scale overlays the whole area of the tangible object so the marker area is invisible. This contributes to enhancing immersion. Also, the hand occlusion problem when the virtual objects overlay the user's hands is partially solved, providing more immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In our work, both vibrotactile feedback through page motors, pneumatic tactile feedback, and sound feedback are considered. In our scenario, a game-phone model is selected, by way of proposed augmented vibrotactile feedback, hands occlusion-reduced visual effects and sound feedback are provided to users. These proposed methodologies will contribute to a better immersive realization of the conventional AR system.

The Effect of Curiosity and Need for Uniqueness on Emotional Responses to Art Collaborated Products including Moderating Effect of Gender (독특성 추구성향과 호기심이 아트 콜라보레이션 제품에 대한 소비자의 감정에 미치는 영향: 성별에 따른 조절효과)

  • Ju, Seon Hee;Koo, Dong-Mo
    • Asia Marketing Journal
    • /
    • v.14 no.2
    • /
    • pp.97-125
    • /
    • 2012
  • Companies recently introduce art collaborated products incorporating culture into a product. Art collaborated products include incorporating famous movies and/or design of an artist into a newly launched product. The introduction of art collaborated products are gradually increasing. However, research for this trend is relatively scarce. Although research concerning design has discussed a number of different factors as playing a role in influencing responses to design including culture, fashion, innate preferences, etc.), only limited attention has been paid to the processes by which consumers generate responses to product designs. People with different characteristics may respond differently. When people encounter these art products, they may become curious, may think that these products are unique, novel and innovative. People tend to show different levels of curiosity when they encounter new and novel objects, which they have rarely seen or experienced. Curiosity is defined as a desire for acquiring new knowledge and new sensory experience. Previous studies demonstrated that curiosity motivates individuals to engage in exploratory behaviors. People also show different levels of need for uniqueness, which is defined as being different from others or becoming distinctive among a larger group. Individual's need for uniqueness results from signals conveyed by the material objects that individuals choose to display. Recently, researcher have developed the need for uniqueness with three distinct constructs. These three concepts include creative choice, unpopular choice, and avoidance of similarity. Creative choice is a trait tendency of an individual by expressing or differentiating himself from others through consumptions of unique products. Unpopular choice is related to an individual's tendency to consume products, which deviates from group norms. Avoidance of similarity is linked to the avoidance of consumption behavior of products that are not famous. Past research implies that people with different levels of need for uniqueness show different motivational processes. Previous research also demonstrates that different customer emotions may be derived when consumers are exposed to these art collaborated products. Research tradition has been investigated three different emotional responses such as pleasure, arousal, and dominance. Pleasure is defined as the degree to which a person feels good, joyful, happy, or satisfied in a situation. Arousal is defined as the extent to which a person feels stimulated, active, or excited. Dominance is defined as the extent that a person feels powerful vis-a-vis the environment that surrounds him/her. Previous research show that complex, speedy, and surprising stimuli may excite consumers and thus make them more pleased and engaged in their approach behavior. However, the current study identified these emotional responses as positive emotion, negative emotion, and arousal. These derived emotions may lead consumers to approach and/or avoidance behaviors. In addition, males and females tend to respond differently when they are exposed to art collaboration products. Building on this research tradition, the current study aims to investigate the inter-relationships between individual traits such as curiosity and need for uniqueness and individual's emotional responses including positive and negative emotion and arousal when people encounter various art collaborated products. Emotional responses are proposed to influence purchase intention. Additionally, previous studies show that male and females respond differently to similar stimuli. Accordingly, gender difference are proposed to moderate the links between individual traits and emotional responses. These research aims of the current study may contribute to extending our knowledge in terms of (1) which individual characteristics are related to different emotions, and (2) how these different emotional responses inter-connected to future purchase intention of arts collaborated products. In addition, (3) the different responses to these arts collaborated products by males and females will guide managers how to concoct different strategies to these segments. The questionnaire for the present study was adopted from the previous literature and validated with a pilot test. The survey was conducted in Daegu, a third largest city in South Korea, for three weeks during June and July 2011. Most respondents were in their twenties and thirties. 350 questionnaires were distributed and among them 300 were proved to be valid (valid response rate of 85.7%). Survey questionnaires from valid 300 respondents are used to test hypotheses proposed. The structural equation model (SEM) was used to validate the research model. The measurement and structural model was tested using LISREL 8.7. The measurement model test demonstrated that consistency, convergent validity, and discriminat validity of the measurement items were acceptable. The results from the structural model demonstrate that curiosity has a positive impact on positive emotion, but not on negative emotion and arousal. Need for uniqueness has three different sub-concepts such as creative choice, unpopular choice, and avoidance of similarity. The results show that creative choice has a positive effect on arousal and positive emotion, but has a negative impact on negative emotion. Unpopular choice has a positive effect on arousal, but on neither positive nor negative emotions. Avoidance of similarity has no impact on neither emotions nor arousal. The results also demonstrated that gender has a moderating influence. Males show more negative emotion to creative and unpopular choices. Implications and future research directions are discussed in conclusion.

  • PDF

Analysis of Knowledge and Competency for the Fourth Industrial Revolution Based on Anderson's Revision of Bloom's Taxonomy: Focused on Achievement Standard in the 2015 revised Practical Arts(Technology·Home Economics) (Bloom의 신교육목표 분류체계에 기초한 4차 산업혁명 시대에 요구하는 지식과 역량 분석: 2015 개정 실과(기술·가정) 교육과정의 가정과 성취기준을 대상으로)

  • Yang, Ji Sun;Lee, Gyeong Suk
    • Journal of Korean Home Economics Education Association
    • /
    • v.30 no.3
    • /
    • pp.129-149
    • /
    • 2018
  • This study has attempted to analyze the achievement standards in the 2015 revised curriculum, based on the revision of Bloom's Taxonomy and aims to identify the knowledge and required competencies in the fourth industrial era. The results of this study are as follows: First, the knowledge dimensions was the highest 'metacognitive knowledge' in middle school, while 'factual knowledge' was the highest in high school, and 'knowledge of specific details and elements' was the highest subtype of all of the knowledge dimensions. The dimensions of the cognitive process, such as the terms 'apply' and 'analyze' in middle school, as 'understand' and 'evaluate' in high school have been treated inattentively. Second, the knowledge dimension and the cognitive process dimension according to key concepts display the metacognitive knowledge and 'understand' in development, the conceptual knowledge and 'understand' in relationship. While the 'metacognitive knowledge' and 'apply' in life culture, the 'procedural knowledge' and 'evaluate' in safety, the 'factual knowledge' and 'apply' in management and the 'metacognitive knowledge' and 'understand' in life design were extremely high. Third, the verbs used in the achievement standards displayed as 'explore', 'understand', 'analyze', 'practice', 'suggest', 'recognize' and 'evaluate'. Since the statement of the action verb is the very basis for determining the performance process, specific competencies may be achieved by reflecting on the actual achievement standards. These standards should provide us with a effective cognitive process for to understand a learner's performance skills and support the direction of the education required, through a strategy that refines the connection between content elements and functions and develop their competences for the future.