• Title/Summary/Keyword: dream

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Effects of Ethical Management on Job Satisfaction and Turnover in the South Korean Service Industry

  • Kim, Jong-Jin;Eom, Tae-Kyung;Kim, Sun-Woong;Youn, Myoung-Kil
    • The Journal of Industrial Distribution & Business
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    • v.6 no.1
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    • pp.17-26
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    • 2015
  • Purpose - Ethical management connects corporate management outcomes and emphasizes organizational cooperation. It also links human resource management, auditing, and financial management to increase employee job satisfaction. A survey of American enterprises showed that employees with high ethical consciousness had greater job satisfaction and lower turnover. Research design, data, and methodology - Hypotheses and models based on previous studies were used to investigate the effects of ethical management on employee job satisfaction and turnover intentions. To examine hypotheses empirically, a questionnaire survey based on previous studies was administered to service business workers in Seoul. Results - The study investigated the effects of ethical management practices in relation to factors such as top management's willingness to put them into practice, their appropriateness and implementation within operations, and their influence on job satisfaction, and also examined the effects of job satisfaction on turnover intentions. Conclusions - Ethical management greatly influences job satisfaction and turnover intentions, providing organizational members with alternatives regarding ethical considerations, and to place a strong emphasis on management willingness and enterprise regulations and policies.

A Study upon Effects of Family Restaurant Consumption Values upon Satisfaction, Reliability and Behavioural Intentions in Korea: Focused on College Students at Metropolitan Area

  • Sung, Ha-Ya;Kim, Jong-Jin;Youn, Myoung-Kil
    • The Journal of Asian Finance, Economics and Business
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    • v.1 no.4
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    • pp.29-37
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    • 2014
  • This study investigated effects of five consumption values of family restaurants, that is to say, functional value, economic value, social value, creative value and emotional value, upon consumers'satisfaction and brand reliability, and effects of satisfactions upon brand reliability, and effects of satisfaction and brand reliability upon consumers' behavioral intention to help develop family restaurant industry. Frequency analysis was done. The interviewees had demographic characteristics of gender: 156 men (54.4%) and 131 women (45.6%). The interviewees live in the places: 136 persons (47.4%) in Gyeonggi and Metropolitan area, 57 persons (27.0%) in Gangbuk, Seoul, 38 persons (13.2%) in other areas in Seoul, 34 persons (11.8%) in Gangnam, Seoul, 18 persons (6.3%) in Incheon and 4 persons (1.4%) in other regions. Values of the use of family restaurants, for instance, functional value, economic value, social value, emotional value and rarity value had influence upon satisfaction and brand reliability, had influence upon satisfaction as well as brand reliability. This study investigated consumption values of which consumers thought much, effects of consumption values upon satisfaction and brand reliability, effects of consumer's satisfaction upon brand reliability, and consumer's satisfaction and brand reliability upon behavioral intention, and to verify effects having influence upon local and foreign family restaurant.

Development of Wed-Based Courseware in Oral Health Education for Elementary School Children (초등학교 구강보건교육을 위한 코스웨어 개발)

  • 최빈아;장창곡
    • Korean Journal of Health Education and Promotion
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    • v.20 no.2
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    • pp.1-18
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    • 2003
  • The purpose of this study was to develop game style courseware in oral health instruction for elementary school children. The manufacturing equipment and languages which were used to develop the courseware were: Photoshop version 7.0, Illustrator version 10.0, HTML, Dream Weaver MX, Editplus, CSS and Java - script. The data base was built up by using PHP and mySQL over Internet Explorer version 4.0. The contents of courseware for oral health education were based on the list of oral health affaires of the Department of Health and Welfare, 2002. The story of the game ‘Saving Hayani locked down in a castle of a cavity man’ was developed for the learners to learn oral health by inducing learning motivation. A character named ‘Chan i’ was introduced to the learners to be more friendly with the program while they were learning. As the game was made of three step education levels, the learner most pass the prepared test given at each step to advance to a higher level. A database connected to web was constructed to store the scores the learners earned at each step. In conclusion, the courseware will help the elementary school children learn oral health care efficiently through the internet regardless of time and space.

Sexual Knowledge of the Male High School Students in a Rural Area of Gangwon Province (강원도 일개 군 지역 남자 고등학생의 성지식)

  • Song Byung-Sun;Sung Myung-Sook;Kim Chun-Gill
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.12 no.3
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    • pp.374-381
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    • 2005
  • Purpose: The purpose of this study was to identify the level of sexual knowledge of male high school students. Method: The Participants were 503 male students from a high school in one county of Gangwon Province. The data were collected from May 1 to May 30, 2004. Collected data were analyzed using SPSS program to investigate the responses to the structured questionnaires used in the study. Results: The level of sexual knowledge of high school students was 10.25(range 0 to 17). In terms of response distribution of sexual knowledge by items, the correct response rate was highest for 'wet dream is discharge of semen during sleep', and the wrong response rate was lowest in 'gonorrhea occurred most frequency in 15-25 year old adolescents'. General characteristics showed significant differences in sexual knowledge depending on grade(grade 3 :10.45, grade 2: 10.40, grade1: 9.88). Depend on the sexual impulse and the solutions to sex problems, there were significant differences in sexual knowledge with respect to sexual characteristics. Conclusion: As a whole the sexual knowledge of the male high school students was low, sexual education programs for high school students should focus on sexually transmitted diseases and contraception.

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A Study on Cho O-Ryun's Life and Thoughts of Physical Education (수영선수 조오련의 생애와 체육사상)

  • Jeong, Dong-Hee;Lee, Tae-Ung
    • Journal of Fisheries and Marine Sciences Education
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    • v.26 no.3
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    • pp.567-577
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    • 2014
  • The purpose of this research is to study in depth about the life, activities, and achievements of the swimming gold medalist in Asian Game, Cho O-Ryun, to make systematic correction. This research mainly used literary data to try making theoretical contemplation, and to raise objectivity and substantiality of literary research, and to be devoted to limited literary contents, it used acquaintances who are related to this research, especially his wife, Lee Sung-Lan. Cho O-Ryun's thoughts in physical education can be described as nationalistic physical educational thoughts. He did not only have pride as Korean, and tried to show superiority of our nation to the world, but he also tried very hard to prove that Dok-do Island is a Korean territory and not Japan's. He lived with water all his life, showed his everything as a proud Korean, worked as the most patriotic person of 20thcentury in Korea, and became to be a hero, dream, and hope to people in Korea. Spent all his sweat and energy to our country Korea, Cho O-Ryun, he was this era's true hero.

News based Stock Market Sentiment Lexicon Acquisition Using Word2Vec (Word2Vec을 활용한 뉴스 기반 주가지수 방향성 예측용 감성 사전 구축)

  • Kim, Daye;Lee, Youngin
    • The Journal of Bigdata
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    • v.3 no.1
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    • pp.13-20
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    • 2018
  • Stock market prediction has been long dream for researchers as well as the public. Forecasting ever-changing stock market, though, proved a Herculean task. This study proposes a novel stock market sentiment lexicon acquisition system that can predict the growth (or decline) of stock market index, based on economic news. For this purpose, we have collected 3-year's economic news from January 2015 to December 2017 and adopted Word2Vec model to consider the context of words. To evaluate the result, we performed sentiment analysis to collected news data with the automated constructed lexicon and compared with closings of the KOSPI (Korea Composite Stock Price Index), the South Korean stock market index based on economic news.

Fun Motifs Represented in Walter Van Beirendonck's Fashion (Walter Van Beirendonck 패션에 재현된 펀 모티프)

  • Lee, Sangrye
    • Journal of Fashion Business
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    • v.18 no.5
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    • pp.171-183
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    • 2014
  • In general, the idea of fun is understood to be associated with interesting things, playfulnesses, joy, pleasure, etc. The "fun culture," which seeks enjoyment and pleasure through life, is a characteristic of elements observed in today's society and culture. This exerts a powerful impacts on the business operation, marketing, and product manufacturing. Moreover, it is accepted as one of remarkable phenomena representing the changing trends of fashion in the 21st century. The objectives of this study were to analyze and categorize the fun motifs observed in fashion designer Walter Van Beirendonck 's collections, to examine their formative characteristics, and to establish academic approaches and analytic framework in studying the fun phenomenon emerging in fashion. As to research methods, this study laid a theoretical ground by reviewing the related literature and previous studies, and conducted a positive case study using the data on Walter Van Beirendonck's collections and exhibitions. According to the results of this study, the fun motifs represented in Walter Van Beirendonck's collections are largely categorized into "deviation from rules," "humorous and obscene graphic images," "introduction and transformation of heterogeneous elements," "women with male gender' etc. On the other side of Walter Van Beirendonck's fashion are sex, sexual humors, sexuality, fetishism, love, form, body, language, social phenomena, harmony between nature and life, consumerism, race, shamanism, tribal rituals, nation, cultural collision, transcendent things, science fictions, cyber Space, dream, alien, future, fairytale, fantasy etc. which are expressed by using fun motifs. Moreover, these themes are led to masculinity and fantasy.

A Study on the Introduction from a Post-Structural stand-point, to understand Computer Games (컴퓨터 게임의 이해를 위한 후기 구조주의적 입문)

  • Chang, Woo-Rin
    • Archives of design research
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    • v.17 no.4
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    • pp.89-96
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    • 2004
  • The public has only a superficial understanding of the computer games, in spite of it's psychological effects and social results. Therefore, in this study, one finds out the serious approach which leads the computer games to recognize its future in terms of new media. Stand-point from Freud to french post-structuralist, it helps the introduction to understand the computer games as a kind of contents in which we are able to observe psychological process. As a result, there are studies about the structure of the dream, the desire, and the language which allow to mention 'parmakon' ; 'difference' between self and object, it provokes the psychological dynamism and so on, the playing the game remains a real trace and change, at the level not only of our psyche but also of our body.

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Design and Implementation of Real-Time Information Appliance Control Simulator Based on TMO Scheme (TMO 스키마 기반의 실시간 정보가전 제어 시뮬레이터의 설계 및 구현)

  • Jung, Eun-Jae;Shin, Chang-Sun;Joo, Su-Chong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05a
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    • pp.149-152
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    • 2003
  • 본 논문에서는 분산 실시간 서비스를 지원하는 TMO(Time-triggered Message-triggered Object) 객체를 기반으로 정보가전 기기들을 관리하기 위한 실시간 정보가전 제어 시뮬레이터를 설계 및 구현한다. TMO객체는 기존 객체를 확장한 실시간 특성을 자체적으로 가지는 객체를 UCI의 DREAM연구소에서 제안한 분산 실시간 객체이다. 이러한 TMO 객체를 기반으로 TMOSM(TMO Support Middelware) 상에서 실시간 정보가전 제어를 위한 TMO 객체들의 상호 동작과 실시간 속성을 설계하여 보장된 실시간 서비스를 지원하도록 한다. 본 시뮬레이션 모델은 온도제어, 조도제어, 방법제어 서비스를 지원하는 컴포넌트들로 구성된다. 온도제어 서비스를 위해 Fan_TMO와 Air_Conditioner_TMO, Heater_TMO가 상호 작용하여 적정 실내 온도를 유지하도록 하며, 조도제어 서비스를 위해 Light_TMO가 조도의 변화에 따라 동작하여 일상생활에 적당한 조명 환경을 제공한다. 또한 방범제어서비스를 위해 Camera_TMO가 정해진 시간을 주기적으로 동작하여 방범 활동을 수행한다. 그리고, 각각의 TMO 정보가전 객체들의 동작을 관리하고 서비스 수행 결과를 모니터링 하는 Home_Server_TMO가 존재한다. 마지막으로 설계된 시뮬레이션 환경을 구현하여 본 모델의 실시간 정보가전 제어 서비스를 정확하게 지원하는지를 검증한다. 제안한 시뮬레이션 환경은 일반 정보가전기기를 추가 작업 없이 실시간 서비스 지원 객체로 적용할 수 있는 모델이다.

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PC-Camera based Monitoring for Unattended NC Machining (무인가공을 위한 PC 카메라 기반의 모니터링)

  • Song, Shi-Yong;Ko, Key-Hoon;Choi, Byoung-Kyu
    • IE interfaces
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    • v.19 no.1
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    • pp.43-52
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    • 2006
  • In order to make best use of NC machine tools with minimal labor costs, they need to be in operation 24 hours a day without being attended by human operators except for setup and tool changes. Thus, unattended machining is becoming a dream of every modern machine shop. However, without a proper mechanism for real-time monitoring of the machining processes, unattended machine could lead to a disaster. Investigated in this paper are ways to using PC camera as a real-time monitoring system for unattended NC milling operations. This study defined five machining states READY, NORMAL MACHINING, ABNORMAL MACHINING, COLLISION and END-OF-MACHINING and modeled them with DEVS (discrete event system) formalism. An image change detection algorithm has been developed to detect the table movements and a flame and smoke detection algorithm to detect unstable cutting process. Spindle on/off and cutting status could be successfully detected from the sound signals. Initial experimentation shows that the PC camera could be used as a reliable monitoring system for unattended NC machining.