• Title/Summary/Keyword: location awareness

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A Plan for Startup of Optical Shop by Ophthalmic Optics Students (안경광학과 학생들의 안경원 창업예정도)

  • Lee, Ok-Jin;Jung, Se-Hoon;Shin, Jin-Ah
    • Journal of Korean Ophthalmic Optics Society
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    • v.13 no.4
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    • pp.31-36
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    • 2008
  • Purpose: To investigate optical shop startup awareness of ophthalmic optics students as a basic source for startup education. Methods: Total of 287 students from three ophthalmic optics college in kyung-gi region was surveyed and analyzed using SPSS analysis. Results: Optical shop startup business plan of ophthalmic optics students was very high (80.1%). For startup timing, over 6yrs of employe (37.0%) was most and there was significant difference according to age (p<.001) and optician family present (p<.05). For startup type, single startup type (37%) was most and there was significant difference according to grade (p<.01). For startup unit of space, 30 pyong (43.5%) was most, Seoul metropolitan area and kyung-gi region (54.4%) was most for startup region, and station area (40.8%) was most for startup location. The reason of non-startup was eye hospital and glass related company employe (35.7%) was most and optical shop employe (35.7%) was most for non-startup planner's way. Conclusions: Startup business plan was very high and need to have startup education for there startup provision.

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A Convergence Study on Changes in the Muscle Activity around the Neck of the Operator according to the Patient's Head Angle at the Direct Visual Inspection of the Maxillary Right-side Molar Palatal Surface (상악 우측 대구치 구개면의 직접 시진 시 환자 머리 각도에 따른 술자의 목 주변 근육활성도 변화의 융합적 연구)

  • Lee, Sook-Jeong
    • Journal of the Korea Convergence Society
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    • v.9 no.11
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    • pp.209-216
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    • 2018
  • This study aimed to investigate the association of the muscle activity around the neck of the operator(dental hygienists') according to the change in the patient's neck angle during a direct visual inspection on the maxillary right-side molar palatal surface. The operators were $4^{th}$ year dental hygiene students, who are future dentalhy gienists, having accurate understanding on and awareness of the location of the operation site, hand fixation, and how to use the tools. Data on the change in the muscle activity around the neck were collected by using surface electromyography and neck goniometer. SPSS statistics 20 was used for statistical analyses including Shapiro-wilk test and one-way ANOVA. As a result, the activities of the operator upper trapezius, cervical erector spinae, and levator scapulae muscles significantly decreased when the patient's head was angled compared to when it was not. For the angle of the operator head, the head bend significantly decreased when the patient's head was angled than when it was not. Based on the study results, it is expected that angling the patient's head when treating his or her teeth will decrease the excessive muscle activity around the neck of the operator, and will reduce muscle fatigue. Therefore, angling the head of the patient while treating his or her teeth is recommended. This suggests that muscle pain caused by repetitive actions in the wrong posture can be reduced.

Effects of Foodservice Franchise's Online Advertising and E-WOM on Trust, Commitment and Loyalty

  • AHN, Sung-Man;YANG, Jae-Jang
    • The Korean Journal of Franchise Management
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    • v.12 no.2
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    • pp.7-21
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    • 2021
  • Purpose: One of the characteristics of service companies such as foodservice franchise is that it is easy to imitate, so many brands can imitate the menu that is popular with consumers. Therefore, foodservice franchise company should develop a brand that customers can identify from other brands in order differentiate it from its competitors. In order make the foodservice franchise company identifiable from other brands, it is possible through communication with customers. Therefore, this study proposes a new research model to analyze customer loyalty through online advertising and online word of mouth trust and immersion. Online was provided to customers through a mixture of advertisements and word of mouth, but previous studies have only considered online advertisements or online word of mouth. In addition, we want to verify the difference according to gender, which is an important variable in researching the online information processing behavior of customers. Research design, data, and methodology: The questionnaire of this study was surveyed on 20 years of age or older who have visited the restaurant franchise store within the last 3 months among the foodservice franchise companies operating SNS. During the survey period, 400 surveys were surveyed for a total of 20 days from April 1 to April 20, 2020. Result: The research results are as follows. First, in this study, the effect of online advertisement and online word of mouth on trust and immersion was studied. Second, this study verified the social influence theory in online advertising and online word of mouth. Third, the effect of online advertising and online word of mouth on loyalty according to gender was verified. Fourth, compared to existing advertisements, online advertisements are suitable for marketing by foodservice franchise companies because they can interact with consumers, modify advertisements immediately, execute extensive advertisements at low cost, segment the market, and measure advertisement effectiveness. The recent online expansion has been expanded to mobile-based, allowing foodservice franchisees to provide new communication services such as SMS (Short Message Service), multimedia messaging services, and location-based services. Fifth, a foodservice franchise company can increase brand awareness through online marketing or induce the use of offline stores. Sixth, franchisor can grow into a sustainable company only when they use resources efficiently. Conclusions: Trust is important in foodservice franchise information. This trust has a significant impact on customer commitment and loyalty.

Design of Geo-fence-based Smart Attendance System (지오펜스 기반 스마트 출결시스템 설계)

  • Hong, Seong-Pyo;Kim, Tae-Yeun
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.13 no.6
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    • pp.496-502
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    • 2020
  • The electronic attendance management system is being introduced and operated on a pilot basis by some universities and educational institutions. However, most of the related systems have installed and operated the existing barcode and magnetic card systems. Classroom attendance is managed by introducing RF cards, but it causes problems such as recognition distance (less than 5cm) and the need for a check process in which students have to read the card each time with a reader for attendance. Also, it is not possible to respond in real time to the situation of midterm (early leave, absence from the second lecture time, etc.) because it is used in the lecture time of one subject with the record checked once. In order to solve these problems, the various mobile attendance systems proposed to solve these problems are also unable to fundamentally solve problems such as interim attendance and proxy attendance because they check attendance using only the application of a smartphone. In this paper, we use geofencing technology, which is a positioning-based technology that detects the entry and exit of people, objects, etc. in areas separated by virtual boundaries. The proposed system solves the problem of intermediate attendance and alternate attendance by setting the student to automatically record the access record when entering and leaving the classroom set as a geofence with a smartphone. In addition, it also provides a function to prevent unintentional mistakes that occur through the smartphone by limiting some of the functions of the smartphone such as silence, vibration, and Internet use when entering the classroom.

The Effects of Preschool Infants' Self-elasticity on Emotional Control, Empathy, and Teacher Efficacy (예비유아교사의 자아존중감이 자아탄력성과 정서조절능력 및 공감능력에 미치는 영향)

  • Choi, Mi Soog
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.12
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    • pp.586-594
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    • 2020
  • This study examined the effect of self-esteem of pre-infant teachers on self-elasticity, emotional regulation, and empathy. The subjects of this study were 230 university students from W University's Early Childhood Education Department in location I. The data were analyzed using SPSS 24.0. In addition, in each sub-variable, self-elasticity was found to have the greatest positive correlation with positivity, emotional regulation ability with self-emotional regulation ability, and empathy ability with cognitive empathy ability. Second, self-esteem had a significant positive effect on self-elasticity, and among the sub-variables, this study found that general self-concept, self-responsibility, and personal integrity in order were important determinants. Third, self-esteem has an influence on personal integrity in emotional regulation ability. Fourth, as for the effect of self-esteem on empathy ability, it was found that self-assertion had a significant and positive effect on empathy ability. These research results have led to re-awareness of the importance of pre-service early childhood teachers' self-esteem, suggesting that research on various educational activities that can improve self-esteem in the curriculum is needed.

A Study on the Management of the Sectional Superficies for the Realization of 3D Cadastre (입체지적 구현을 위한 구분지상권의 관리에 관한 연구)

  • Kim, HyunYoung;Lih, BongJoo
    • Journal of Cadastre & Land InformatiX
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    • v.51 no.2
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    • pp.107-123
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    • 2021
  • In recent years, due to the continuous density and urbanization of space, the expansion of awareness of rights, the need for landscape conservation, and the development of construction technology, the conventional flat land use has been deviated from the conventional flat land use, and the transmission line, urban railway, parking lot, communal district, underground shopping mall, pipeline, etc. Although 3D spatial activities are carried out in the form of 3D space, there are considerable difficulties in administration to manage the 3D use of land due to the inadequacy of related regulations. In this background, for the administration that can manage Sectional Superficies, which is a representative case of 3D spatial use of parcels, which is a registered unit of land, first, the law on the establishment and management of spatial information, and cadastral re-examination from the legal and institutional aspects Standardization of 3D space registration through amendments to the Special Act, etc. and the formation of consensus among related departments. Second, in technical and administrative aspects, the registration of Sectional Superficies based on cadastral survey results, establishment of a platform for integrated management of location and attribute data, and registration method was found to be in need of improvement. As suggested in this study, by registering and managing Sectional Superficies, it is possible to manage various 3D land use of not only ground space or surface space but also underground space. It is expected to be able to register and manage lot-based 3D land use efficiently.

A Study on Goods Purchase and Facility Use in Badminton Club Members Using the IPA Matrix Analysis (IPA Matrix 분석을 이용한 배드민턴 생활체육 동호인의 용품구매 및 시설 이용에 관한 연구)

  • Ahn, Yong-Duk;Shin, Jeong-Hun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.115-128
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    • 2021
  • The purpose of this study is to examine the importance and satisfaction perceived in the purchase of goods and the use of a court in badminton club members. The results will be used for basic data to increase club members and present the methods to activate badminton. The survey on goods, price, programs, facilities, staff, and publicity was conducted. The IPA matrix was applied for data processing. The following conclusions were drawn. First, as a result of analyzing the ranking of importance and satisfaction, the first place of importance was coach's professionalism of staff factors, followed by safety of facility factors and program contents and effects of program factors. The first place of satisfaction was cleanliness and management of facility factors, followed by coach's professionalism of staff factors and staff's kindness of staff factors. Second, as a result of the IPA matrix of importance and satisfaction, Quadrant I included appropriateness of training time and program contents and effect of program factors, parking size and cleanliness and management of facility factors, coach's professionalism and staff's service attitude of staff factors, and customer service and complaint resolution of publicity factors. Quadrant II showed appropriateness of price, value for money, and discount policy of price factors and materials and design of goods factors. Quadrant III included excellent customer service of goods of goods factors, various program construction of program factors, court location and accessibility, and various convenient facilities of facility factors, and various publicity and event programs, website construction, and various publicity strategies of publicity factors. Quadrant IV showed brand value of goods, awareness, and brand specialty of goods of goods factors.

A Study on the Spatial Configuration in the Metaverse - Focusing on Communication Game Virtual Worlds's 'Animal Crossing' - (메타버스에서의 공간 형태 구성에 관한 연구 - 커뮤니케이션 게임 가상세계 '모여봐요 동물의 숲'을 중심으로 -)

  • Yu, Yeon Seo
    • Journal of the Korean Institute of Landscape Architecture
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    • v.52 no.1
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    • pp.1-16
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    • 2024
  • Alvin Toffler mentioned that it is important for future society to keep pace with synchronization and that time deviations can hinder social development. As we experience the new normal era of untact, we have experienced an increase in non-face-to-face contact and accelerated digital transformation. Amid these rapid changes, we can maintain the need for synchronization or change in space. Therefore, we would like to study what kind of settlements people create and choose. We looked at the metaverse as an object that could indirectly find out about this, and used the content called "Animal Crossing" to collect data related to the spatial form of the metaverse. Sampling utilized a judgment sampling method during non-probability sampling to alleviate differences due to the progress of the game. The collected data was classified according to floor plan and location type and briefly organized through descriptive statistics. After matching each facility by use, data was constructed by setting coordinates for each cluster and listing them. This data was interpreted graphically on the coordinate plane for each cluster, and Euclidean analysis was performed to analyze the relationships between clusters and residential choice using a Euclidean matrix. As a result of the analysis, it could be interpreted that efficiency was pursued by arranging similar functions in close proximity. Nevertheless, when choosing a residence, it was interpreted that the intention was to create a community through arrangement adjacent to residents rather than efficiency or convenience. Due to the differences between the metaverse and the real world, it is expected that there will be limitations in equating it with reality. However, through the space expressed in the virtual world by people who are far away from the constraints of reality, we can indirectly know the wishes that we have not been able to express due to our lack of awareness.

Implementation of A Vibration Notification System to Support Driving for Drivers with Cognitive Delay Impairment

  • Gyu-Seok Lee;Tae-Sung Kim;Myeong-Chul Park
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.4
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    • pp.115-123
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    • 2024
  • In this paper, we propose a vibration notification system that combines navigation information and wearable bands to ensure safe driving for the transportation vulnerable. This system transmits navigation driving information to a linked application, converts it into a vibration signal, and provides notifications through a wearable band. Existing navigation systems focus on providing route guidance and location information, so the driver's concentration is dispersed, and safety and convenience are deteriorated, especially for those with mobility impairments, due to standard vision and delayed recognition of stimuli, resulting in an increasingly high traffic accident rate. To solve this problem, navigation driving information is converted into vibration signals through a linked application, and vibration notifications for events, left turns, right turns, and speeding are provided through a wearable band to ensure driver safety and convenience. In the future, we will use cameras and vehicle sensors to increase awareness of safety inside and outside the vehicle by adding a function that provides notifications with vibration and LED when the vehicle approaches or recognizes an object, and we will continue to conduct research to build a safer driving environment. plan.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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