• 제목/요약/키워드: tangible environment

검색결과 156건 처리시간 0.028초

무형문화재를 위한 사이버뮤지엄 구성체계에 관한 연구 III - 충남지역을 중심으로 - (A Study on the Cyber Museum Organization System for Intangible Cultural Properties III - Focused on the Chungnam Province -)

  • 한영호;장중식;정용섭
    • 한국실내디자인학회논문집
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    • 제13권3호
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    • pp.179-186
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    • 2004
  • The findings of this study indicate that intangible cultural properties are worth preservation and transmission and should be considered as very important as tangible cultural properties. If the studies of intangible cultural properties are continued focusing on their characteristics and formational system, they can be expressed more properly by adding new interactive elements to database and expressive requisites. New techniques introduced in this study are believed to provide people with most reasonable and developmental motives for expression of the existing intangible cultural properties. Concerning Korea's cultural properties centered on intangible cultural properties, information construction should be made with a new idea of information based on database from the previous studies. The result will be able to set an important factor to give wide publicity to our cultural identity, which is currently shown in the process of background communication, and serve as a foothold to deliver exact information to our descendants. The intangible cultural properties are our people's mental cultural heritage resources. If museums or initiator groups, which are organized to spread cultural heritages, can use them as the subjects of exhibition through information construction and visualization, it will function to maximize the educational effect of transmitting our national mental world. The development of digital environment will provide the optimum conditions and tools making it possible to visualize intangible forms and ideas in a virtual cyber space. Given these viewpoints, steady studies and efforts for the improvement of Korea's cultural image should be made in the way of intangible cultural properties as well as tangible ones. They start from the country's accurate appreciation of cultural properties and are embodied in systematic adjustment and relationship between interdependent elements.

일본 물류기업의 경영성과에 관한 탐색적 연구 (An Exploratory Study on Management Performance of Logistics Companies in Japan)

  • 구경모
    • 한국항만경제학회지
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    • 제33권4호
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    • pp.99-116
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    • 2017
  • 본 연구는 최근 10여년을 대상으로 일본의 경제 지표와 물류업의 경영활동 성과지표의 변화 특징을 분석하고자 한다. 그리고 물류기업의 사업전략과 관련된 집단별 경영성과에 대해 비교 분석함으로써 경제 환경의 변화 속에서 물류업의 전략행동이 경영성과에 어떻게 나타났는지를 밝히는 것이 주된 목적이다. 연구분석 방법으로는 상관관계분석, 교차분석, 분산분석을 이용하였다, 핵심적 연구결과를 요약하면, 첫째 물류기업의 수입은 GDP, 무역액, 주가 등의 경기지표와 상관성이 높게 나타났는데, 특히 육상운송업은 주가와 해운업은 무역액과 상관성이 높았다. 둘째 물류기업의 사업전략 변인인 업종과 생산구조 특징 간에는 상관성이 발견되었고, 업종별 상이한 전략이 적합한 것으로 이해되었다. 셋째 사업전략의 변인이 경영성과 변수에 미치는 영향은 유의미하게 나타났으며, 특히 3개요인의 상호작용효과가 수익률에 미치는 영향의 차이를 이해할 수 있었다. 이 같은 연구결과는 최근 10년 동안의 일본의 경제환경 변화 속에서 물류기업이 높은 경영성과를 얻을 수 있는 기업전략이 무엇이었는지 이해함에 큰 도움이 된다.

고숙련자 공장작업지식 자산화를 위한 CCTV-동영상 객체능동화의 개념적 아키텍처와 실험적 검증 (A Conceptual Architecture and its Experimental Validation of CCTV-Video Object Activitization for Tangible Assets of Experts' Visual Knowledge in Smart Factories)

  • 조은비;팜딘람;선경희;김광훈
    • 인터넷정보학회논문지
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    • 제25권2호
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    • pp.101-111
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    • 2024
  • 본 논문에서는 스마트공장의 대표적인 비정형데이터인 CCTV-동영상의 물리적 구성요소인 비디오-프레임을 묘사할 수 있는 기본 요소인 객체(Objects), 행위(Motions), 물리적환경(Physical Environment) 특성들을 중에서 인공지능-딥러닝 모델들을 적용하여 탐지할 수 있는 영상-객체를 텍스트데이터유형의 XML-능동데이터로 수집·저장·관리할 수 있는 소위 CCTV-동영상 객체능동화(Object Activitization)1) 개념을 실현할 수 있는 개념적 아키텍처와 그의 구현을 위한 접근방법을 제안한다. 결과적으로, 본 논문에서 제안한 접근방법의 궁극적 목표는 다양한 산업의 작업 및 공정현장에서 수집되는 정형·비정형 데이터로부터 고숙련 작업자 중심의 현장지식을 체계적으로 수집·저장·관리하는 고숙련작업자 중심 현장작업지식 자산화를 위한 스마트공장 현장지식 공유 플랫폼을 구현하는데 있다.

가상 전술 지도 : 증강현실에 기반한 군사 훈련 브리핑 도구 (Virtual Tactical Map : Military Briefing Tools for Virtual Training based on Augmented Reality)

  • 정경부;이상원;최병욱;정승도
    • 한국통신학회논문지
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    • 제31권4C호
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    • pp.341-350
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    • 2006
  • 사판 훈련이란 모래와 석회로 만든 훈련장 모형을 이용하여 수행하는 실제 군사 작전에 대한 모의 훈련으로서 시간적, 공간적, 경제적인 제약을 극복할 수 있는 효과적인 훈련방식이다. 전통적인 사판 훈련은 모래와 석회로 만들어진 훈련장의 특성상 정확한 지형의 표현 및 보존이 어렵고 사실성이 떨어지며, 사판 내부에 많은 정보를 포함시킬 수 없는 등의 문제점을 가지고 있다. 본 논문에서는 증강현실의 관점에서 접근하며, 사실적으로 묘사된 가상의 사판 환경을 바탕으로 하는 효율적인 군사 훈련 브리핑 도구를 제안한다. 가상 전술지도를 통해서 학습자는 마커와 텐저블 인터페이스의 간단한 조작만으로 가상의 군사 훈련을 실감나게 수행할 수 있다. 뿐만 아니라 사판 내부에 포함된 실시간 상황 정보를 통해 보다 폭넓은 시각에서 전체적인 작전 상황에 대한 유기적인 판단이 가능하게 된다. 텐저블 인터페이스는 현실세계에 있는 사용자와 가상의 물체를 현실세계에 증강 시켜주는 시스템 간의 상호작용을 담당함으로써 사용자에게 직관적이고 다루기 쉬운 콘텐츠 저작 환경을 제공한다. 본 논문은 효과적인 군사 훈련을 위한 새로운 형태의 군사 훈련 브리핑 도구를 제안함으로써 군사 학습에 대한 효과를 증대시키고, 군사 훈련 내용을 추후 활용할 수 있는 콘텐츠로 제작이 가능함을 보였다. 이는 증강현실의 새로운 응용 가능성에 대한 제시라고 말할 수 있다.

초등학교 영양사의 직무만족도와 급식품질의 관계 (Dietitian's Job Satisfaction and Perception of Foodservice Quality in Elementary Schools)

  • 추윤정;류시현;윤지현
    • Journal of Nutrition and Health
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    • 제39권2호
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    • pp.192-200
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    • 2006
  • The purpose of this study was to identify the relationship between the levels of job satisfaction and self-evaluated foodservice quality of dietitians in elementary schools. Out of 130 questionnaires distributed to the elementary school dietitians in In-cheon, 127 were returned and analyzed (98% response rate). The questionnaire included two multiple-item scales for measuring job satisfaction and foodservice quality, respectively. All the items in the scales were coded 1 to 5 for certainly no, no, neutral, yes, and certainly yes and grouped by using factor analyses. Most of the responding dietitians were working for schools in urban areas and had independently-managed on-site kitchens. The 23 items measuring job satisfaction were grouped into 4 factors: Job Duty, Job Condition, Physical Work Environment, and Organizational Environment. The satisfaction score was the highest for Organizational Environment with a value of 3.38 and the least for Physical Work Environment with a value of 2.08. The 22 items measuring foodservice quality were grouped into 5 factors and the mean scores of the levels of Cleanliness, Internal Food quality, External Food quality, Intangible Service Environment and Tangible Service Environment were 4.20, 3.89, 3.54, 3.45 and 2.64, respectively. The levels of job satisfaction and foodservice quality were positively associated with a correlation coefficient of 0.288 (p < 0.01). In particular, the level of job satisfaction was positively associated with foodservice quality in the aspect of Cleanliness, Internal Food Quality, and Intangible Service Environment. The results show that improving dietitians' job satisfaction could contribute to increasing the levels of foodseivice quality of elementary schools.

읍·면 소재지 종합정비사업의 성과경로 분석 (An Analysis of the Performance Paths of Rural Area Revitalization Project: Focusing Eup·Myon Comprehensive Improvement Project)

  • 김정태;정남수
    • 농촌계획
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    • 제25권2호
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    • pp.47-62
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    • 2019
  • This paper considers the effect of "comprehensive rural community improvement project" in terms of three factors - physical environment, rural tourism, socioeconomic and analyzed the path effect leading to the final outcome - the quality of life of residents, using covariance structure analysis. By doing so, this study looks into why residents prefer the improvement of a physical environment that takes a public nature. The analysis showed that the socioeconomic effect did not have an immediate impact on the improvement of quality of life of residents at a significance level of 5%, whereas the improvement of physical environment had a static effect on the quality of living at a significance level of 1%. Residents' preference for "hardware" or physical environment may be attributed to lack of their understanding of human factors such as social capital. However, analyzing the impact of specific contents of the project on performance, it is found that as projects fail to generate a tangible socioeconomic effect, residents strategically prefer the repair of their physical environment such as public facilities that directly affect their daily lives, so that they can maximize an improvement of the quality of living. Hence, this study suggests that instead of attributing the failure of rural community development projects to residents, macroscopic problems of rural communities and specific contents of projects should be dealt with before the success of any project can be discussed.

공기업을 위한 전사적 리스크관리: K-Water 사례를 중심으로 (A Study on Enterprise Risk Management for the Public Organizations: K-Water Case)

  • 김정덕
    • 디지털융복합연구
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    • 제6권4호
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    • pp.53-61
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    • 2008
  • Organizations can experience serious financial and/or reputational losses if business activities are disrupted by an incident of information systems under the current business environment. The loss includes the intangible decline in brand image, customer separation, and the tangible loss such as decrease in business profits. Thus, it is necessary to take proactive initiatives by managing many kinds of risks an organization may have. Therefore, the enterprise risk management has been received a special attention by some advanced private companies, but not many public organizations. This paper describes an approach and some issues when the enterprise risk management was introduced in a domestic public organization.

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스위칭 옵션을 고려한 IT 벤처 기업 가치 평가에 관한 사례 연구

  • 이현정;정종욱;이정동;김태유
    • 한국기술혁신학회:학술대회논문집
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    • 한국기술혁신학회 2001년도 추계학술대회
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    • pp.307-337
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    • 2001
  • In this paper, we propose the valuation frame of the IT(Information Technology) ventures using ROV(Real Options Valuation) model. Generally, ROV can comprises the traditional valuation method such as DCF(Discounted Cash Flow), which can measure only the tangible value of a firm from the expected future earnings, in that ROV can additionally measure the intangible value such as the strategic value of a firm in the uncertain environment. We set up the hypothetic IT venture future investment plan and assume that there are a growth option and a switching option consequently along the investment time horizon, which are caused by each characteristics of ventures and IT technologies, especially modularity. In the case that there are several embedded real options in the firm's investment plan in a row, we should apply the compound option pricing model as a real option valuation model in order to consider the value interaction between real options. In an addition, we present the results of optimal investment timing analysis using real options approach and compare them. with those of the original assumed investment timing.

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학부-대학원 연계 지역문제해결형 수업설계 경험에 관한 연구 (A Study on the Experience of Designing Community Problem Solving Education based on the Undergraduate-Graduate Class Linkage)

  • 한경희
    • 공학교육연구
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    • 제23권5호
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    • pp.16-25
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    • 2020
  • This article aims to analyze the experience of designing and operating a class model linking undergraduate and graduate students in engineering education and suggest its development direction. To achieve these objectives, the undergraduate-graduate linked class model was applied to community problem-solving education and a case was analyzed. It also specifically presented the process of how we design the class model and what the actual operational performances and improvements are. This study found that undergraduate and graduate students could build integrated and horizontal cooperative relationships in their classes through undergraduate-graduate linked education and, particularly, graduate students could gain meaningful educational experiences. However, it was difficult to obtain tangible performances through the team activities of these students within a semester. In order for engineering colleges to operate undergraduate-graduate linked education, it would be necessary to provide a longer and more systematic educational environment and better curriculum. The study tried to seek specific tasks and ways to improve them.

3D Content Design & Implementation of VR Horseback Riding Game

  • Park, HyungSoo;Kim, HoonKi;Seo, SiO
    • 한국컴퓨터정보학회논문지
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    • 제24권4호
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    • pp.73-81
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    • 2019
  • Various 3D contents are being developed using Unity 3D game engine. In this paper, the 3D content of horseback riding game, the first VR game in the country, is designed and developed. The existing riding simulator is investigated and compared to the VR riding game developed. We consider various games developed using Unity 3D game engine and serve previously developed tangible games. It is expected that development of VR riding games will prepare a new chapter in VR experience-type games. We propose the content development environment and scenario of VR riding game and present the main algorithms and main modules for real-time synchronization. The developed riding game contents are deployed to the riding system and are operated for commercial use in conjunction with the riding device. Through monitoring VR riding system, problems are derived and improvement measures are proposed. We offer a variety of additional development options to make the game more realistic in the future.