• Title/Summary/Keyword: multi-purpose survey

Search Result 527, Processing Time 0.028 seconds

The Effect of Distribution Project Manager Leadership and Performance of Project Team Members with the Mediation Role of Self-Efficacy

  • SHOKORY, Suzyanty Mohd;ZAINOL, Zuraidah;AWANG, Marinah;ABDUL HAMID, Suriani;RAMDAN, Mohamad Rohieszan
    • Journal of Distribution Science
    • /
    • v.20 no.9
    • /
    • pp.29-38
    • /
    • 2022
  • Purpose: The purpose of this study to determine the effect of distribution transformational and transactional project manager leadership style on the extra-role performance of project team members using multi-level modelling analysis. Research design, data and methodology: The role of psychological factors as the mediating variable namely is self-efficacy in the effect of project manager's leadership style on the project team members' performance was also studied using the Monte Carlo bootstrapping method. The sample of the study consisting of 370 project team members from 74 contractors registered with the Construction Industry Development Board in the Klang Valley was selected using a simple random sampling and a survey using a questionnaire. Results: The findings showed that the transformational leadership of project managers was a dominant predictor of extra-role performance of project team members. Furthermore, the study show the self-efficacy of project team members acted as a mediator in the relationship between transformational and transactional leadership of project manager leadership on the extra-role performance of project team members. Conclusions: The findings are expected to be used by the relevant parties in planning, arranging and implementing efforts to improve the work performance and ensure that projects are implemented according to the specified specifications.

Strategies for Activating Serious Games to Prevent Dementia in Elderly : Focusing on the Friendliness of the Elderly

  • So Im PARK;Hye-Min KIL
    • The Journal of Economics, Marketing and Management
    • /
    • v.11 no.3
    • /
    • pp.37-46
    • /
    • 2023
  • Purpose: The purpose of this study is to analyze the elderly friendliness of the serious game for dementia prevention and to seek out the influence factors for enhance the friendliness. Research design, data and methodology: It measured the elderly friendliness of the serious game for dementia prevention, run with multi-touchscreens, for 300 elderly people using the Seoul-based General Social welfare centers located at Seoul, and participants evaluated the elder-friendliness of the serious game, by responding to a questionnaire survey. In addition, it analyzed the influence relationship between the elderly friendliness (EF) and the influence factors of the serious game, by setting the factors as the game level (GL), the demand of expectations for demand (DoE) and the prevention & usefulness of cognitive decline (PUCD). Results: the findings show that most of participants positively evaluated the EF of the serious game, regardless of their socio-demographic characteristics. Moreover, it can be found that the more the 'GL DoE and PUCD', the more the 'EF'. The EF was most strongly affected by DoE, followed by PUCD, and then GL Developing and running the serious game by actively reflecting such factors may be one of ways for enhancing the participation in the serious game for dementia prevention and facilitating the sustainable use of it.

A DESIGN AND DEVELOPMENT OF MULTI-PURPOSE CCD CAMERA SYSTEM WITH THERMOELECTRIC COOLING II. SOFTWARE (열전냉각방식의 범용 CCD 카메라 시스템 개발 II. 소프트웨어)

  • Oh, S.H.;Kang, Y.W.;Byun, Y.I.
    • Journal of Astronomy and Space Sciences
    • /
    • v.24 no.4
    • /
    • pp.367-378
    • /
    • 2007
  • We present a software which we developed for the multi-purpose CCD camera. This software can be used on the all 3 types of CCD - KAF-0401E ($768{\times}512$), KAF-1602E ($1536{\times}1024$), KAF-3200E ($2184{\times}1472$) made in KODAK Co.. For the efficient CCD camera control, the software is operated with two independent processes of the CCD control program and the temperature/shutter operation program. This software is designed to fully automatic operation as well as manually operation under LINUX system, and is controled by LINUX user signal procedure. We plan to use this software for all sky survey system and also night sky monitoring and sky observation. As our results, the read-out time of each CCD are about 15sec, 64sec, 134sec for KAF-0401E, KAF-1602E, KAF-3200E., because these time are limited by the data transmission speed of parallel port. For larger format CCD, the data transmission is required more high speed. we are considering this control software to one using USB port for high speed data transmission.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
    • /
    • v.6 no.1
    • /
    • pp.70-72
    • /
    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

  • PDF

Information Searching Behavior of Health Care Consumers by Types of Medical Institutions (의료소비자들의 의료기관 종별 정보탐색 행태에 관한 연구)

  • Lee, Sun-Hee;Cho, Woo-Hyun;Chae, Yoo-Mi
    • Korea Journal of Hospital Management
    • /
    • v.8 no.1
    • /
    • pp.95-111
    • /
    • 2003
  • The purpose of this study was to evaluate the information searching behavior of consumer by type of medical institution. A questionnaire survey was conducted of 1,507 persons who were selected through a multi-stage stratified area cluster sampling in nationwide level, excluding Jeju-Do. Personal survey was conducted through door-to door survey from 27 July to 10 August 1999. The main results of this research was as following; 1. The proportion of information searching of respondents ranged from 91.5-95.2%. Even though the proportion of user in university hospital was slightly high, there was not significant statistically by type of medical institution. In terms of information source, personal informer was most common information source in all type of medical institution. Public informers were more frequently used in university hospital visitors and professional informer in general and university hospital visitors. 2. Comparing to searching intensity, user informer and professional informer's influences were more powerful, but not statistically significant. In analysis of unit influence for information source, written informer or public informer was more powerful in clinic visitor, professional informer and written informer in university hospital visitor. 3. Information which consumer want to know mostly were about on special potential and career of physician. The clinic visitor wanted to know about institutional location and kindness of medical personnel. The university hospital visitor also wanted to know about facilities and convenience of process. Comparing to institution selection criteria of consumers at 1991, quality related criteria were recognized more importantly in outpatient and dental services. But in case of inpatient services, convenience factor was recognized more importantly. In conclusion, the effort for specific marketing plan by type of medical institution should be needed. And more concern on information searching behavior of consumer will be needed.

  • PDF

A Comparative Study on the Intake of Health Foods by Outpatients of Hospitals of Oriental Medicine and Oriental Medicine Clinic (한방의료기관별 내원 환자의 건강식품 사용 현황 조사)

  • Kim, Kyung-Sook;Lee, Jin-Moo;Lee, Chang-Hoon;Cho, Jung-Hoon;Jang, Jun-Bock;Lee, Kyung-Sub
    • The Journal of Korean Obstetrics and Gynecology
    • /
    • v.23 no.1
    • /
    • pp.83-96
    • /
    • 2010
  • Purpose: A survey was conducted by questionnaire to investigate outpatients' intake status of health food. Methods: The survey of visiting oriental OB&GY clinic in 4 hospitals of oriental medicine and 1 oriental medical clinic has found the status of health food intake. Results: 1. Total respondents were 339(Male: 54, Female: 264) and their average age was $41.4{\pm}11.8$. Outpatients of oriental medicine clinic were 113, outpatients of hospitals of oriental medicine were 226. 2. Among the respondents, 156(40%) persons were taking health food as of today and the proportion of health food intake by oriental medicine clinic's outpatients is higher than the proportion of outpatients of hospitals of oriental medicine. 3. There is no difference in educational background and income among the outpatients who visited the oriental medicine clinic or hospitals of oriental medicine. And the middle income group's health food intake ratio was the highest. 4. The survey showed that heath food intake ratio got higher as persons became old. 5. Among the health foods, the multi-vitamin was most frequently taken. And omega 3, Ginseng steamed red, Vitamin C, Glucosamine, Calcium m were also frequently taken. Conclusion: A study for health food intake status by clinic is indispensable to establish the standard for efficient intake of health food.

Study on Identification Procedure for Unidentified Underwater Targets Using Small ROV Based on IDEF Method (소형 ROV를 이용한 IDEF0 기반의 수중 미확인 물체 식별절차에 관한 연구)

  • Baek, Hyuk;Jun, Bong-Huan;Yoon, Suk-Min;Noh, Myounggyu
    • Journal of Ocean Engineering and Technology
    • /
    • v.33 no.3
    • /
    • pp.289-299
    • /
    • 2019
  • Various sizes of ROVs are being utilized in offshore industrial, scientific, and military applications all around the world. Because of innovative developments in science and technology, image acquisition devices such as sonar devices and cameras have been reduced in size and their performance has been improved. Thus, we can expect better accuracy and higher resolution even in the case of exploration using a small ROV. The purpose of this paper is to prepare a standard procedure for the identification of unidentified hazardous materials found during the National Oceanographic Survey. In this paper, we propose an IDEF (Integrated DEFinition) method modeling technique to identify unidentified targets using a small ROV. In accordance with the proposed procedure, an ROV survey was carried out on target No.16 with a four-ton-class fishing boat as a support vessel on September 18th of 2018 in the sea near Daebu Island. Unidentified targets, which were not known by the multi-beam data obtained from the ship, could be identified as concrete pipes by analyzing the HD camera and high-resolution sonar images acquired by the ROV. The whole proposed procedure could be verified, and the survey with the small ROV required about 10 days to identify the target in one place.

Pedestrian Multi-Agent Model in College Town Streets (대학촌 가로의 보행환경 개선을 위한 보행자 멀티에이전트(Pedestrian Multi-Agent) 모델링)

  • Moon, Tae-Heon;Han, Soo-Chel;Sung, Han-Uk;Jeong, Kyeong-Seok
    • Journal of the Korean Association of Geographic Information Studies
    • /
    • v.9 no.2
    • /
    • pp.194-205
    • /
    • 2006
  • The purpose of this study is to develop a pedestrian multi-agent model and simulation system using multi-agent theory, which may be utilized as a planning support system for building a comfort and safe environment of pedestrian street. Differing from existing pedestrian models, however, every single pedestrian was regarded as an individual agent in the model. Multiple agents like multiple pedestrians in the street then maintain their own characteristics and respond to surrounding environment. In addition their moving behavior are made by their own decision rules that they have or had acquired through the interactive communications or learning between agents like real world. After verifying the model validation, as the $R^2$ between the predicted value and observed value was up to 0.781, the developed model was applied to Gazwa district within Gyeongsang university village. The simulation system was developed by Flash MX action scripts and the physical environment of the streets was configured with the digital map and ArcGis within computer virtual space. The attribute data of buildings such as type and size of commercial business were collected through the field survey and combined with physical features. Then the effect of the variation of building attractiveness and the occurrence of street events to pedestrian environment were simulated. Through the experiments this study could make suggestions to improve pedestrian environment.

  • PDF

A Study on Sample Allocation for Stratified Sampling (층화표본에서의 표본 배분에 대한 연구)

  • Lee, Ingue;Park, Mingue
    • The Korean Journal of Applied Statistics
    • /
    • v.28 no.6
    • /
    • pp.1047-1061
    • /
    • 2015
  • Stratified random sampling is a powerful sampling strategy to reduce variance of the estimators by incorporating useful auxiliary information to stratify the population. Sample allocation is the one of the important decisions in selecting a stratified random sample. There are two common methods, the proportional allocation and Neyman allocation if we could assume data collection cost for different observation units equal. Theoretically, Neyman allocation considering the size and standard deviation of each stratum, is known to be more effective than proportional allocation which incorporates only stratum size information. However, if the information on the standard deviation is inaccurate, the performance of Neyman allocation is in doubt. It has been pointed out that Neyman allocation is not suitable for multi-purpose sample survey that requires the estimation of several characteristics. In addition to sampling error, non-response error is another factor to evaluate sampling strategy that affects the statistical precision of the estimator. We propose new sample allocation methods using the available information about stratum response rates at the designing stage to improve stratified random sampling. The proposed methods are efficient when response rates differ considerably among strata. In particular, the method using population sizes and response rates improves the Neyman allocation in multi-purpose sample survey.

Factors Affecting Research Participation of Bereaved Families of Terminal Cancer Patients: A Prospective Preliminary Study

  • Kim, Ye Won;Lee, Yuntaek;Hwang, In Cheol;Hwang, Sun Wook;Kim, Hyo Min;Shim, Jae Yong;Choi, Youn Seon;Lee, Yong Joo
    • Journal of Hospice and Palliative Care
    • /
    • v.19 no.3
    • /
    • pp.233-239
    • /
    • 2016
  • Purpose: Little is known regarding the factors associated with the willingness of family caregivers of terminal cancer patients to participate in a bereaved survey. This study aimed to ascertain the pre-loss factors that predict actual participation in a bereaved survey. Methods: We conducted a prospective observational study using data from two multi-center surveys at the end-of-life and after loss. In order to identify the pre-loss factors associated with participating in the bereaved survey, we used a step-wise multivariate logistic regression analysis. Results: Among 185 bereaved individuals, 30 responded to the survey (response rate: 16.2%). There were differences between the participation group and the non-participation group regarding religion, economic status, and perceived quality of care as assessed by the Quality Care Questionnaire-End of Life. A final multivariate model revealed that bereaved individuals who professed a religion (adjusted odds ratio [aOR]=5.01; P=0.008), had a high income (aOR=4.86, P=0.003), and satisfied with the care for familial relationship (aOR=4.49, P=0.003) were more likely to engage in the bereaved survey. Conclusion: Our finding suggests that improving the quality of end-of-life care may promote actual participation in a bereaved survey through easing post-loss distress. More attention should also be paid to those bereaved individuals who are hesitant to participate in a bereaved survey.