• Title/Summary/Keyword: identification of variables

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The Study on Internal Service Quality, Service Quality to Patients, Job Satisfaction, Organizational Identification and Job Identification of Physical Therapists (물리치료사의 내부서비스품질, 외부 서비스품질, 직무만족, 조직동일시 및 직업동일시에 관한 탐색적 연구)

  • Jung, Taek-Cheol
    • Journal of the Korean Society of Physical Medicine
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    • v.5 no.3
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    • pp.421-434
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    • 2010
  • Purpose : The purpose of this study is to understand the attitudes to internal service quality between coworkers, service quality to patients, job satisfaction, organizational identification and job identification of physical therapists in medical organizations. Methods : Data were collected from physical therapists working in medical organizations. 195 questionnaires were analyzed. Participants' total mean, group mean by age, sex, career and type of medical organization and the variables' correlations were examined. Results : The attitudes of physical therapists to five variables were very positive. Especially job identification was strong. The significant differences between groups were found in some variables. All variables except age and career were positively related to each other. The correlation between age and career was very high. Age and career were related to some of variables. Conclusion : To improve organizational performances it should be a top priority to understand the attitudes of physical therapists in organizations.

Regression analysis and recursive identification of the regression model with unknown operational parameter variables, and its application to sequential design

  • Huang, Zhaoqing;Yang, Shiqiong;Sagara, Setsuo
    • 제어로봇시스템학회:학술대회논문집
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    • 1990.10b
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    • pp.1204-1209
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    • 1990
  • This paper offers the theory and method for regression analysis of the regression model with operational parameter variables based on the fundamentals of mathematical statistics. Regression coefficients are usually constants related to the problem of regression analysis. This paper considers that regression coefficients are not constants but the functions of some operational parameter variables. This is a kind of method of two-step fitting regression model. The second part of this paper considers the experimental step numbers as recursive variables, the recursive identification with unknown operational parameter variables, which includes two recursive variables, is deduced. Then the optimization and the recursive identification are combined to obtain the sequential experiment optimum design with operational parameter variables. This paper also offers a fast recursive algorithm for a large number of sequential experiments.

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A Method of Object Identification from Procedural Programs (절차적 프로그램으로부터의 객체 추출 방법론)

  • Jin, Yun-Suk;Ma, Pyeong-Su;Sin, Gyu-Sang
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.10
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    • pp.2693-2706
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    • 1999
  • Reengineering to object-oriented system is needed to maintain the system and satisfy requirements of structure change. Target systems which should be reengineered to object-oriented system are difficult to change because these systems have no design document or their design document is inconsistent of source code. Using design document to identifying objects for these systems is improper. There are several researches which identify objects through procedural source code analysis. In this paper, we propose automatic object identification method based on clustering of VTFG(Variable-Type-Function Graph) which represents relations among variables, types, and functions. VTFG includes relations among variables, types, and functions that may be basis of objects, and weights of these relations. By clustering related variables, types, and functions using their weights, our method overcomes limit of existing researches which identify too big objects or objects excluding many functions. The method proposed in this paper minimizes user's interaction through automatic object identification and make it easy to reenginner procedural system to object-oriented system.

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Research on Brand Identification in the Airline Industry (항공 산업에서의 브랜드 동일시 연구)

  • Ko, Seon-Hee
    • Journal of the Korea Convergence Society
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    • v.11 no.3
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    • pp.219-226
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    • 2020
  • This study set the research model to analyze the effect of customer value on brand identification and loyalty using customers of K Airline. Based on previous researches, this study extracted variables, and built a structural equation model to examine the relationship among variables. The findings of empirical research are as follows. First, it was found that functional value and emotional value of customer value have significant effect on brand identification. Thus, hypothesis 1 was accepted. Second, customers seek emotional aspect in choosing a product or a service. That is, by using an airline brand which they think is identical with their image, value, or lifestyle, they pursue brand identification with the airline. Third, given that functional value and emotional value of customer value do not affect brand loyalty, we can know that customer value strengthens brand loyalty through brand identification. To boost brand loyalty, K Airline needs to pay attention to raise brand identification of customers with consideration of other mediating variables.

A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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Power System State Estimation and Identification in Consideration of Line Switching (선로개폐상태를 포함하는 전력통계 상태추정및 동정)

  • 박영문;유석한
    • 전기의세계
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    • v.28 no.3
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    • pp.57-64
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    • 1979
  • The static state estimation are divided into two groups; estimation and detection & identification. This paper centers on detection and identification algorithm. Especially, the identification of line errors is focused on and is performed by the extended W.L.S. algorithm with line swithching states. Here, line switching states mean the discrete values of line admittance which are influenced by unexpected line switching. The numerical results are obtained from the assumption that the noise vector is independent zero mean Gaussian random variables.

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A Study on the Kinematic and Dynamic Analyses of Spatial Complex Kinematic Chain (공간 복합기구연쇄의 기구학 및 동역학 해석에 관한 연구)

  • 김창부;김효식
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.17 no.10
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    • pp.2543-2554
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    • 1993
  • In this paper, the kinematic and dynamic analyses of spatial complex kinematic chain are studied. Through the new method both using the set of identification numbers and applying the DenavitHartenberg link representation method to the spatial complex kinematic chain, the kinematic configuration of the chain is represented. Some link in the part of closed chain being fictitiously cutted, the complex kinematic chain is transformed to the branched chain. The kinematic constraint equations are derived from the constraint conditions which the cutted sections of the link have to satisfy. And the joint variables being partitioned in the independent joint variables and the dependent joint variables, the dependent variables are calculated from the independent variables by using the Newton-Raphson iterative method and the pseudoinverse matrix. The equations of motion are derived under the independent joint variables by using the principle of virtual work. Algorithms for dynamic analysis are presented and simulations are done to verify accuracy and efficiency of the algorithms.

Identification of Fuzzy Inference Systems Using a Multi-objective Space Search Algorithm and Information Granulation

  • Huang, Wei;Oh, Sung-Kwun;Ding, Lixin;Kim, Hyun-Ki;Joo, Su-Chong
    • Journal of Electrical Engineering and Technology
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    • v.6 no.6
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    • pp.853-866
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    • 2011
  • We propose a multi-objective space search algorithm (MSSA) and introduce the identification of fuzzy inference systems based on the MSSA and information granulation (IG). The MSSA is a multi-objective optimization algorithm whose search method is associated with the analysis of the solution space. The multi-objective mechanism of MSSA is realized using a non-dominated sorting-based multi-objective strategy. In the identification of the fuzzy inference system, the MSSA is exploited to carry out parametric optimization of the fuzzy model and to achieve its structural optimization. The granulation of information is attained using the C-Means clustering algorithm. The overall optimization of fuzzy inference systems comes in the form of two identification mechanisms: structure identification (such as the number of input variables to be used, a specific subset of input variables, the number of membership functions, and the polynomial type) and parameter identification (viz. the apexes of membership function). The structure identification is developed by the MSSA and C-Means, whereas the parameter identification is realized via the MSSA and least squares method. The evaluation of the performance of the proposed model was conducted using three representative numerical examples such as gas furnace, NOx emission process data, and Mackey-Glass time series. The proposed model was also compared with the quality of some "conventional" fuzzy models encountered in the literature.

Job Satisfaction, Subjective Class Identification and Associated Factors of Professional Socialization in Korean Physicians (의사집단의 전문직 사회화 과정과 사회적 지위 만족도, 경제적 보상 만족도 그리고 주관적 계층인식과의 관련성)

  • Yoon, Hyung-Gon;Hwang, In-Kyoung;Mun, Yeong-Bae;Lee, Hee-Young;Yoon, Seok-Jun
    • Journal of Preventive Medicine and Public Health
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    • v.41 no.1
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    • pp.30-38
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    • 2008
  • Objectives : The aim of this study was to determine the relationship between the core properties of professional socialization and social status satisfaction, economic reward satisfaction, and subjective class identification. Methods : Medical knowledge and skill, autonomy, and professional value factors were used as essential properties of professional socialization to determine the association with job satisfaction and subjective class identification. The authors used a self-administered questionnaire survey and collected nationwide data between July and August 2003, with 211 responses used for final analysis. Results : 'Age' and 'trust and respect' were positively associated with social status satisfaction, and 'occupation' was negatively associated. 'Income' and 'trust and respect' were positively related to economic reward satisfaction, and 'practicing for oneself', and 'a sense of duty and attendance' were negatively related. 'Practicing for oneself', 'not believing explanations', and 'a sense of duty and attendance' had a positive relationship with subjective class identification. 'Income', 'knowledge system', 'medical mistakes', 'treating like goods', 'meaning and joy', and 'trust and respect' had a negative relationship. Conclusions : The core property variables of professional socialization had a different relationship with social status satisfaction, economic reward satisfaction and subjective class identification. In particular, many core property variables were associated with subjective class identification positively or negatively. The development of professional socialization would help promote job satisfaction and subjective class identification.

The Effect of Ideal Avatar on Virtual Brand Experience in XR Platform

  • Joo-Eon JEON
    • Journal of Distribution Science
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    • v.21 no.10
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    • pp.109-121
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    • 2023
  • Purpose: This study aims to verify whether avatars that embody different brand concepts offer different experiences to users. Furthermore, this study explores the relationship between user identification with avatars and their actual brand purchase intentions. Research design, data and methodology: The research design employed a between-subjects approach, with two independent variables: brand concept and avatar. The measured dependent variables were brand experience in extended reality (XR) and purchase intention. Additionally, brand attitude served as a control variable. Results: First, in virtual brand spaces with symbolic benefits, ideal avatars were found to elicit higher levels of brand experience than actual avatars. Specifically, participants reported elevated levels of entertainment and relational assembly experiences in symbolic brand spaces. Second, this research reveals that the relationship between users' identification with avatars and their intention to make actual brand purchases is mediated by brand experience in XR. Conclusions: The findings suggest that ideal avatars evoke higher levels of brand experience within symbolic brand spaces, particularly in entertainment, relational connection, and a sense of community. Furthermore, this study establishes the role of brand experience in XR as a mediator between avatar identification and purchase intentions.