• Title/Summary/Keyword: information-oriented society

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A Study on Cognition, Job Utilization and Satisfaction in Beauty Education (미용교육과정 인식과 직무활용도 및 직무만족도 관련 연구)

  • You, Soo-Yeon;Li, Shun-Hua
    • Journal of Convergence for Information Technology
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    • v.10 no.8
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    • pp.239-249
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    • 2020
  • In this study, 205 graduates of beauty majors were surveyed for the purpose of the study to analyze the differences between factors in each major by examining the impact of the perception of beauty education courses on site utilization, job utilization, and job satisfaction. The study found that practical skills were required as a supplemental major subject, and the theory

An Analysis on the Design of Motion-Sensing Game Role Selection GUI (체감형 게임에서 캐릭터 선택 GUI 디자인 분석)

  • Huang, HaiBiao;Zheng, LingJing;Ryu, Seuc-HO
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.383-387
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    • 2020
  • This paper studies the GUI design of motion-sensing game character selection. The game's GUI plays a role in transferring information in human-computer interaction. The purpose of this game player-oriented GUI design is to optimize the human-computer interaction, make the operation more user-friendly, reduce the user's cognitive burden, and better adapt to the user's operation needs. This paper combines examples to compare and analyze these three games from three aspects: text, color and form. In the existing motion-sensing game games, the character selection GUI has a design feature of high recognition and strong visibility. Finally, suggestions for GUI design of motion-sensing game games are given. It is hoped that in the future, reference materials will be provided for the GUI design of experience game character selection.

The Impacts of Field-oriented Curriculum Operation and System Support for the Internet Startup Support on Self-Efficacy - Focused on the Operation of Department‘s Shopping Mall (http://www.bc2d.com) - (인터넷 창업 교육과 시스템 지원이 자기유능감 형성에 미치는 영향 - 학과 쇼핑몰(http://www.bc2d.com) 운영을 중심으로 -)

  • Han, Suk-Hee;Chung, Mi-Hye;Park, Key-Yoon;Moon, Young-Ae;Park, Sun-Ui;Park, Chan-Mee
    • The Research Journal of the Costume Culture
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    • v.14 no.6
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    • pp.987-1003
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    • 2006
  • Recent economic depression aggravates the difficulty in employment, and it has been expanded to a social issue. Even worse, low wage structure in the textile and fashion industry, and inferior working environment make it difficult for fashion design graduates to stably settle down in society. To tackle all these problems, the demand of a new educational model is on the rise. In responding to such economic and educational environment changes, we can actively cope with structural problems in the textile and fashion field, and a social problem of youth unemployment by vigorously using the Internet as a tool for practice. In other words, Startups are reinvigorated through hands-on education, focused on information by introducing the factor of supply chain management (SCM), which efficiently manages resources within the supply chain, and a business to customer (B2C) model, and by utilizing these for startup education.

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IoT model to improve parent-child interaction -Focus on smart watch for kids- (부모-자녀 상호작용을 증진하는 IoT 모델 -유아용 스마트워치를 중심으로-)

  • Yee, Young-Hwan
    • Journal of Convergence for Information Technology
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    • v.7 no.6
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    • pp.209-218
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    • 2017
  • To propose a contents model for children's smart watch, this study interview 15mothers who have a child using smart watches. Most mothers purchase smart watches for children to warrant their security and manage their schedules, and they use them for sending a call or text to their children, tracking or managing children's location and schedule. Mothers were satisfied with a smart watch's function of communication and safety management, but dissatisfied learning-oriented contents and worrried about bad influenced on children development. Through in-depth interviews, this study propose a persona model for children's smart watch for enhancing parent-child interaction and physical cognitive language socioemotional convergence play contents.

Development of a 3-D Immersion Type Training Simulator

  • Jung, Young-Beom;Park, Chang-Hyun;Jang, Gil-Soo
    • KIEE International Transactions on Power Engineering
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    • v.4A no.4
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    • pp.171-177
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    • 2004
  • In the current age of the information oriented society in which we live, many people use PCs and are dependant on the databases provided by the network server. However, online data can be missed during the occurrence of a blackout and furthermore, power failure can greatly effect Power Quality. This has resulted in the trend of using interruption-free live-line work when trouble occurs in a power system. However, 83% of the population receives an electric shock experience when a laborer is performing interruption-free live-line work. In the interruption-free method, education and training problems have been pinpointed. However, there are few instructors to implement the necessary training. Furthermore, the trainees undergo only a short training period of just 4 weeks. In this paper, to develop a method with no restrictions on time and place and to ensure a reduction in the misuse of materials, immersion type virtual reality (or environment) technology is used. The users of a 3D immersion type VR training system can interact with the system by performing the equivalent action in a safe environment. Thus, it can be valuable to apply this training system to such dangerous work as 'Interruption-free live-line work exchanging COS (Cut-Out-Switch)'. In this program, the user carries out work according to instructions displayed through the window and speaker and cannot perform other tasks until each part of the task is completed in the proper sequence. The workers using this system can utilize their hands and viewpoint movement since they are in a real environment but the trainee cannot use all parts and senses of a real body with the current VR technology. Despite these weak points, when we consider the trends of improvement in electrical devices and communication technology, we can say that 3D graphic VR application has high potentiality.

The Effect of Perceived Justice on Organizational Commitment and Innovative Behavior in a Simplified Personnel System : Focusing on the Roles of Cognitive Attitude and Cognitive Intensity (조직구성원의 직급단계축소에 대한 공정성 지각이 조직몰입과 혁신적 업무행동에 미치는 영향 : 인지태도 및 인지강도의 역할을 중심으로)

  • You, Jong-Ok;Yang, Sung-Byung
    • Journal of Information Technology Services
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    • v.18 no.4
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    • pp.1-22
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    • 2019
  • Companies have attempted to build a rational and future-oriented new personnel system in order to adapt and survive in a rapidly changing environment. Recently, Samsung, LG, SK, and CJ, which are large domestic corporations, have been introducing new types of simplified personnel systems competitively. Although there are several prior studies that tried to classify these simplified personnel systems from a strategic point of view, there is a lack of empirical research in terms of the specific types from the perspective of employees. Therefore, in this study, an empirical study on the simplified personnel system which has currently been highlighted was carried out. The relationship between perceived justice (i.e., distributive justice and procedural justice) and organizational effectiveness (i.e., organizational commitment and innovative behavior) were tested. In addition, the mediating role of cognitive attitude as well as the moderating role of cognitive intensity in the simplified personnel system were investigated. The results of structural equation model using 157 survey data show that both distributive and procedural justice have a positive effect on cognitive attitude toward the simplified personnel system, which in turn leads to increased organizational commitment and innovative behavior. Interestingly, it is found that cognitive intensity intensifies the effect of distributive justice on cognitive attitude, whereas it attenuates the influence of procedural justice as expected. This study is among one of the first empirical studies focusing on the simplified personnel system and expands the concept of related variables such as perceived justice, cognitive attitude, and cognitive intensity in this context. Moreover, by clarifying the causal relationship between perceived justice and organizational effectiveness through the roles of cognitive attitude and cognitive intensity, it could provide several practical implications to managers who are interested in the introduction and early settlement of simplified personnel systems in a successful manner.

Analysis of Average Waiting Time and Average Turnaround Time in Web Environment (웹 환경에서의 평균 대기 시간 및 평균 반환 시간의 분석)

  • Lee, Yong-Jin
    • The KIPS Transactions:PartC
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    • v.9C no.6
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    • pp.865-874
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    • 2002
  • HTTP (HyperText Transfer Protocol) is a transfer protocol used by the World Wide Web distributed hypermedia system to retrieve the objects. Because HTTP is a connection oriented protocol, it uses TCP (Transmission control Protocol) as a transport layer. But it is known that HTTP interacts with TCP badly. it is discussed about factors affecting the performance or HTTP over TCP, the transaction time obtained by the per-transaction TCP connections for HTTP access and the TCP slow-start overheads, and the transaction time for T-TCP (Transaction TCP) which is one or methods improving the performance or HTTP over TCP. Average waiting time and average turnaround time are important parameters to satisfy QoS (Quality of Service) of end users. Formulas for calculating two parameters are derived. Such formulas can be used for the environment in which each TCP or T-TCP transaction time is same or different. Some experiments and computational experiences indicate that the proposed formulas are well acted, can be applied to the environment which the extension of bandwidth is necessary, and time characteristics of T-TCP are superior to that of TCP. Also, the load distribution method of web server based on the combination of bandwidths is discussed to reduce average waiting time and average turnaround time.

A Study on the Effects of Characteristic of Communication on Customer Relationship Development in e-Business - Focused on the Internet Shopping Mall - (e-비지니스의 고객관계 형성에 영향을 미치는 커뮤니케이션 특성에 관한 연구 - 인터넷 쇼핑몰을 중심으로 -)

  • Chung, Yoon;Hwang, Seok-Hae;Kim, Hyo-In
    • The KIPS Transactions:PartD
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    • v.9D no.4
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    • pp.733-744
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    • 2002
  • This paper propose a communication-based model of relationship marketing and study relationship development between e-business marketing and traditional marketing theory and then show the application of improved relationship marketing model in the e-business. Although e-business already has been an important area, there were so few studies on customer relationship management in e-business. Using the two aspects of communication process and effectiveness at which two precedent effect factors on the trust of customer relationship development and relationship commitment, this paper develop a communication-based model of internet marketing in th e-business.

Performance and Importance Analysis of Dietitian's Task in Public Health Nutrition Areas (보건소 영양사 직무 분석(I) : 업무수행도 및 중요성 인식도 분석)

  • Park, Hae-Ryun;Cha, Jin-A;Lim, Young-Suk
    • Korean Journal of Community Nutrition
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    • v.13 no.4
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    • pp.540-554
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    • 2008
  • The purpose of this study was to analyze task performance and importance level of the dietitian who is working in the public health nutrition area. Work oriented job analysis methodology was employed for the study purpose. Subjects of 38 dietitians currently working at health centers in 2002 were recruited. Based on the focus group interview with 7 public health nutritionists and 7 professors, information about task elements was collected. Questionnaires measuring work performance and self-perception of importance of the selected task elements were administered. The results of this study can be summarized as follows; 1) The tasks with high performance and importance level among 20 tasks are developing nutrition education material (B1), nutrition services for adults and the elderly (C3), writing the proposal for nutrition services (A2), evaluating service effect (A4), improving professionalism (E1), and self management (E2). 2) The task elements with high performance and importance level among weekly task elements are nutrition education for diabetes (C56), nutrition counseling for adults (C47), nutrition for hypertension (C53), managing and keeping records (C80), nutrition education for kindergarten and nursery school children (C42), searching for nutrition education materials (B26), and searching for media (B27). 3) The number of task elements with high performance and importance level among monthly task elements are 13 in the planning and evaluation of public health nutrition service, and 5 in developing nutrition education materials. The tasks of a dietitian in the public health center show a very wide spectrum. However dietitians recognize most of the tasks are important even though they cannot perform those tasks adequately.

The Plan to Improve Creativity through Producing Motion Image based on Modified ASSURE Model (수정된 ASSURE 모델 기반 영상제작을 통한 창의성 신장 방안)

  • Kong, Byeong-gap;Jeon, Byeong-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.161-165
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    • 2008
  • The purpose of this study is to design and apply that teaching and learning methodology of motion image based on modified ASSURE model to improve creativity the competitive power of an information oriented society. To accomplish the end of this study, the following procedure and methods were performed. After the theoretical consideration about education visual image and creativity, we get to the bottom the connection of them. In the result of that, it designed plans for teaching and learning applied by modified ASSURE model. And it had larger efficiency to apply a creativity develop learning model when it spread out teaching and learning process to produce motion image. The main points of the result and the meaning are as follows. Firstly, in the light of the result of this study, student's creativity were enhanced to a large extent as applying this study. It appeared that the average of performance improved from 30.18 to 37.44. Such difference was t=-14.39 (p<0.05), which is a meaningful difference in terms of statistics. Secondly, it laid the foundations for being cultural prosumer as applying this study. Additionally, it anticipated that all the students join in this study become leader group in the age of digital media.

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