• 제목/요약/키워드: online references

검색결과 44건 처리시간 0.02초

인터넷 구매후기를 통한 의류제품 소재평가표준화와 소재성능평가 - 셀룰로오스 섬유를 함유한 여름용 니트 티셔츠를 중심으로 - (Standardization and Evaluation of Performance Textiles through the Consumer's On-line Reviews - Focused on Summer Knit Shirts Containing Cellulose Fibers -)

  • 곽수경;이지연;박명자
    • 한국의상디자인학회지
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    • 제18권2호
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    • pp.177-190
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    • 2016
  • On-line consumer reviews are good references for consumers to evaluate and buy apparel products. The objective of this study is to facilitate communication about performance textiles between consumers and merchandisers who buy and sell apparel products on online. The survey was based on standardizing words used in consumer reviews written after purchase of summer knit t-shirts at internet shopping mall and evaluating the performance textiles including cellulose fibers. We collected reviews of five sorts of the clothing products including cotton/modal, tencel/polyurethane, polyester/rayon, linen, cotton and selected 1000 reviews related to textiles. For classifying each word used in the reviews by the performance textiles, they were quantified applying same standards. The results were as follow: First, the standard for consumer to consider importantly was tactile sensation, appearance, pilling, thickness, dimensional stability in washing. Second, the important category of performance textiles was healthy-comfort and psychological-comfort. Third, there were difference performance textiles for consumer to recognize, e.g. cotton/modal was important to air-permeability, tencel/polyurethane was noticed about tactile sensation, polyester/rayon was perceived about pilling unlike other things, linen had a problem of clothing care-convenience, then cotton was familiar fiber to important for appearance. The last, consumers usually focused on writing the most positive or negative online reviews. Although not familiar with professional terminologies, consumers are sensitive to physical properties of textiles. Therefore, standardizing and evaluating performance textiles are expected to improve satisfaction as providing objective information to consumers considering in buying apparel products at online shopping mall and increase in revenue to manufacturer.

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웹게임 기반 온라인 설문조사 방법론 -공간배색과 감성언어를 중심으로- (Methodology of Online Survey Questionnaire based on Webgame towards Spacial Color Combination and Affective Word)

  • 강승묵;김해윤;박경수;박영성
    • 한국콘텐츠학회논문지
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    • 제10권7호
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    • pp.133-141
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    • 2010
  • 본 연구의 목적은 웹 게임을 이용한 새로운 온라인 설문조사방법을 제시하는 것이다. 이는 웹 게임에서 실제로 사용되는 배경을 중심으로 공간 디자인 요소와 감성언어 간의 상관관계를 규명하고 데이터베이스 시스템을 구축하여 기존 온라인 설문조사방법의 한계인 불성실한 응답의 문제를 극복하는 새로운 조사방법론 제시 하는 것이다. 이를 위해서 관련 문헌을 고찰하고 기존 텍스트 기반의 설문 조사 방법과 온라인 설문조사의 장단점을 비교하여 그 단점에 해당하는 오류를 개선할 수 있는 웹 게임 기반의 온라인 설문조사 방법을 도출하였다. 이는 주거 전통 상업 환타지 등 4가지 공간과 감성어휘들 간의 상관관계를 가우스분포의 위치 결정값을 기초로 감성어휘 데이터베이스가 구현되었다. 본 연구는 소비자 선호도 조사와 같은 모집단 예측 시스템에 활용할 수 있을 것을 시사한다.

대학도서관의 온라인 참고서가 구축현황과 온라인 참고정보원의 유형분석에 관한 연구 (A Study on the Status of Building Reference Shelf and Analysis of Types of Online Reference Sources in the University Library)

  • 최은주
    • 정보관리연구
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    • 제38권1호
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    • pp.21-36
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    • 2007
  • 본 연구는 국내 대학도서관의 온라인 참고서가 구축현황과 참고서가 접근을 위한 접근점 및 온라인 참고정보원의 유형을 분석해 보고자 하였다.서울.경기지역 소재41개 대학도서관을 조사대상으로 홈페이지의 직접 접속을 통해 자료를 수집하였다. 41개 관 중 30개 관에 참고서가가 구축되어 있었으며, 참고정보원에 접근하기 위한 홈페이지상의 메뉴로는 "이용자서비스", "전자정보원", "참고정보원"의 순이었다. 제공되고 있는 참고정보원의 유형은 도서관별로 다양하였으며, "명부/명감", "사전", "통계", "백과사전"의 순으로 밝혀졌다. 국내 대학도서관의 온라인 참고서가 구축 및 활성화를 위하여 선정을 위한 평가기준의 설정 및 적용, 접근의 용이성, 주제별 접근방법, 참고정보원의 계속적인 갱신 및 추가 등을 제언하였다.

방사선치료 환자를 위한 온라인 교육 동영상 분석 (Analysis of Online Educational Videos for Patients with Radiation Therapy)

  • 김대건;정재홍
    • 대한방사선기술학회지:방사선기술과학
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    • 제45권1호
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    • pp.31-39
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    • 2022
  • This study aimed to analyze educational understanding and satisfaction by survey including for the online educational videos by used online platform (YouTube) which provide resolve patient's questions, require attention and treatment information for a patient with radiation therapy. Video viewing analysis was used by YouTube studio. The survey was analyzed general properties (age, academic ability, disease, and watched of no watched videos) and educational understanding and satisfaction for two groups as no watched and watched patients. The views number was 60% at the female higher than 40% at the male. Based on the standard viewing time (hours), the non-subscription rate was 86.7%. The device type mostly used the mobile phone (82.8%). The viewership of educational videos was lower as the age increased and the academic ability decreased in the survey. The educational understanding increased by 22% at watched group as 4.15 point from at no watched group as 3.4 point (p<0.001), and the educational satisfaction increased by 15.8% at watched group as 4.25 point from at no watched group as 3.67 point (p<0.01). The correlation of understanding (r=0.761) and satisfaction (r=0.767) was high for both no watched and watched groups (p<0.01). The online educational videos increased educational understanding and satisfaction for the patient with radiation therapy. Our study could be used references data for improving the quality of medical services.

A Study of Nutrition Knowledge, Confidence, and Body Image of Unversity Students

  • Kim, Hak-Seon;Joung, Hyun-Woo;Choi, Eun-Kyong Cindy
    • 한국조리학회지
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    • 제22권1호
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    • pp.70-77
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    • 2016
  • The purpose of this research was to assess university students' nutrition knowledge, confidence, information sources and their body image. This study used an online survey engine to collect data from college students. The result of the correlation showed overall subjective knowledge had significant correlation with nutrition. Means of the BMI were compared among the demographic groups with regard to their ethnicity, classification, and age. Significant differences were found among demographic groups regarding the means of the BMI. These findings can enhance the extant literature on the universal applicability of the model and serve as useful references for further investigations within other health care or foodservice settings and for other health behavioral categories.

Adaptive Decoupling for IPM Machine(ICCAS 2005)

  • Cho, Sung-Uk;Park, Seung-Kyu;Ahn, Ho-Kyun
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2005년도 ICCAS
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    • pp.1617-1620
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    • 2005
  • The current control for interior permanent magnet machines is more complicate than surface permanent magnet machine because of its torque characteristic depending on the reluctance. For high performance torque control, it requires state decoupling between the d-current and q-current dynamics. However the variation of the inductances, which couples the state dynamics of the currents, makes the state decoupling difficult. So some decoupling methods have developed to cope this variations and each current can be regulated independently. This paper presents a novel approach for fully decoupling the states cross-coupling using parameter adaptation. The adaptation method is based on the error between reference currents and the currents with state decoupling which have to follow the references. This method is more object-oriented than the other online parameter estimation methods in IPM machine and other electrical machines

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A Study on Cognitive Load and Related Factors at e-PBL

  • JUNG, Jaewon;JUNG, Hyojung;KIM, Dongsik
    • Educational Technology International
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    • 제13권1호
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    • pp.79-100
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    • 2012
  • The focus of this research is on identifying the problems that learners experience during online problem-based learning (e-PBL) from a cognitive perspective. The study is concentrated on learners' cognitive load level at each stage of e-PBL. The research questions are specifically as follows: What is the level of cognitive load at each stage of e-PBL and what is the relationship between cognitive load and group performance? What cognitive difficulties are experienced by learners in e-PBL and what causes cognitive difficulties? In this study, we found that cognitive load was the highest in stage 1 and there was negative relationship between cognitive load at stage 1 and group performance. In addition, learners experienced difficulties during e-PBL such as the complexity of task, the difficulty in collaboration, and the lack of appropriate references. For further study, we will investigate some strategies regarding adjusting learners' cognitive load in the early stages of e-PBL.

마할라노비스 거리를 이용한 압력용기 용접부 용접성 평가에 관한 연구 (A Study Evaluating Welding Quality in Pressure Vessel Using Mahalanobis Distance)

  • 김일수;이종표;이지혜;정성명;김영수;;박민호
    • 한국생산제조학회지
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    • 제22권1호
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    • pp.22-28
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    • 2013
  • Robotic GMA (Gas Metal Arc) welding process is one of widely acceptable metal joining process. The heat and mass inputs are coupled and transferred by the weld arc to the molten weld pool and by the molten metal that is being transferred to the weld pool. The amount and distribution of the input energy are basically controlled by the obvious and careful choices of welding process parameters in order to accomplish the optimal bead geometry and the desired quality of the weldment. To make effective use of automated and robotic GMA welding, it is imperative to predict online faults for bead geometry and welding quality with respect to welding parameters, applicable to all welding positions and covering a wide range of material thickness. MD (Mahalanobis Distance) technique was employed for investigating and modeling the GMA welding process and significance test techniques were applied for the interpretation of the experimental data. To successfully accomplish this objective, two sets of experiment were performed with different welding parameters; the welded samples from SM 490A steel flats. First, a set of weldments without any faults were generated in a number of repeated sessions in order to be used as references. The experimental results of current and voltage waveforms were used to predict the magnitude of bead geometry and welding quality, and to establish the relationships between weld process parameters and online welding faults. Statistical models developed from experimental results which can be used to quantify the welding quality with respect to process parameters in order to achieve the desired bead geometry based on weld quality criteria.

패션하우스 뮤지엄의 역할에 관한 연구 - 유럽의 럭셔리 패션브랜드를 중심으로 - (The Role of Fashion House Museums - Focused on European Luxury Fashion Brands -)

  • 정정희;임은혁
    • 한국의류산업학회지
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    • 제20권2호
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    • pp.143-155
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    • 2018
  • The purpose of this study is elucidate the status and role of fashion house museums including art museums that are affiliated to luxury fashion brands. This study is significant in that it offers profound understanding of the history of luxury brands and the direction of communication these luxury brands are taking through online and offline museums. For research methods in this study, literature review and case studies were combined. Based on the luxury type classification by Sicard, the scope of research was determined to include the French classical luxury brands to modern luxury brands and contemporary luxury brands. Examining the current status of fashion house museums, it was found that Cartier Foundation for Contemporary Art is an art museum operated by the luxury fashion brand, Cartier. Other fashion house museums in operation included $Herm{\grave{e}}s$ Museum, Foundation Louis Vuitton Museum, $Crist{\acute{o}}bal$ Balenciaga Museum, Yves Saint Laurent Museum, Gucci Museum, Christian Dior Museum, Prada Foundation Museum, Ferragamo Museum, Armani Silos, and so on. As for online museums, there was Valentino Garavani Virtual Museum. These luxury fashion brands' museums serves the following roles: provides references to the fashion industry professionals and researchers; differentiates the brand as means of experience marketing; promotes the brand and enhances brand communication through exhibitions of the founder and designers; archive the brand's design and builds the brand's history as a means of storytelling marketing.

게임배경디자인의 한.중.일 지역적 특성에 관한 연구 - 삼국지게임 대상으로 (A study on the Tendency of Localization for Game Environment Design - Based on the Analysis in Romance of the Three Kingdoms)

  • 멍웨이;조동민
    • 한국게임학회 논문지
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    • 제13권5호
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    • pp.31-42
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    • 2013
  • 게임개발환경의 빠른 성장에 맞춰 게임시장은 더욱 실질적인 게임기술을 필요로 하지만 중국 온라인 게임은 같은 장르의 대부분 게임 스타일이 비슷하며 게임유저 선호에 밀접한 독창성에 대한 부분은 미흡하다. 따라서 전 세계에 거친 유저들이 동시에 이용하는 온라인 게임의 경우 각 나라만의 게임그래픽 선호도의 지침이 중요한 사항인데 반해 제작국가의 불분명성에 기인한 디자인이 만연하다. 한국, 중국, 일본은 이미 유명한 스토리텔링의 주제인 "삼국지"를 기반으로 중국의 전통문화와 자기나라의 상황을 결합하여 게임 디자인을 진행하였다. 각 나라의 독특한 게임디자인 스타일은 분명히 존재하며 산업적 활용성 차원의 게임디자인에 도움이 되는 연구가치로써 중요한 배경을 이룬다. 본 연구는 각 나라의 25개의 "삼국지 게임"을 주제로 한 온라인 게임을 연구대상으로 게임 배경 디자인 요소를 회귀분석을 통한 비교분석을 진행하여 각 나라의 디자인 특징을 설명, 향후 동종연구자들 및 실질적인 게임그래픽 디자이너의 게임디자인 개발에 효율적인 방향을 제언하려 한다.