• 제목/요약/키워드: the money management

검색결과 658건 처리시간 0.023초

국가공공기관 정보자원관리를 위한 기본구조 모델에 관한 사례 연구 (A Study on the Model of Information Resource Management Architecture for Government and Public Organizations)

  • 권문택
    • Asia pacific journal of information systems
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    • 제10권4호
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    • pp.77-100
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    • 2000
  • Information technology(IT) has become the fourth major resource available to executives to shape and operate government and public organizations. Government and public organizations have managed the other three major resources for years : people, money, and machine. But today IT accounts for more than 10 % of the budget spent in the Korean government and public organizations. From an information resource management point of view, therefore, data and information, hardware and software, telecommunications networks, information systems personnel and other factors are valuable resources that should be managed for the benefit of the entire organization. This paper studied on the model of information resource management(IRM) architecture for government and public organizations and suggested a new generic model for IRM. The model is consisted of four basic architectures and each architecture includes several factors that should be managed for the benefit of the entire government and public organizations.

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A Study on Smart Factory Construction Method for Efficient Production Management in Sewing Industry

  • Kim, Jung-Cheol;Moon, Il-Young
    • Journal of information and communication convergence engineering
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    • 제18권1호
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    • pp.61-68
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    • 2020
  • In the era of the fourth industrial revolution, many production plants are gradually evolving into smart factories that apply information and communication technology to manufacturing, distribution, production, and quality management. The conversion from conventional factories to smart factories has resulted in the automation of production sites using the internet and the internet of things (IoT) technology. Thus, labor-intensive production can easily collect necessary information. However, implementing a smart factory required a significant amount of time, effort, and money. In particular, labor-intensive production industries are not automated, and productivity is determined by human skill. A representative industry of such industries is sewing the industry. In the sewing industry, wherein productivity is determined by the operator's skills. This study suggests that production performance, inventory management and product delivery of the sewing industries can be managed efficiently with existing production method by using smart buttons incorporating IoT functions, without using automated machinery.

산업안전보건관리비 계상기준 개선방안 연구 (A Study on Improving the Occupational Safety and Health Management Cost Calculation Standards)

  • 안방율;송태석
    • 한국건축시공학회:학술대회논문집
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    • 한국건축시공학회 2020년도 봄 학술논문 발표대회
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    • pp.169-170
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    • 2020
  • Occupational Safety and Health Management Cost, used to protect workers in Korean construction worksites and to create safe working environments, is a legally managed expense item. As this cost item is grounded on the Occupational Safety and Health Act, it is always implemented. However, because there is a ceiling on its rates, insufficient amounts of Safety Management Costs are often allocated to worksites, with the money not being used to areas essential to worker safety. As such, the current study raises the need to develop a set of standards to enable some items under the Occupational Safety and Health Management Costs-appropriated under the rate of indirect costs-to be appropriated as direct construction costs. As a preliminary step in this effort, the current study will provide basic data that can be used to create construction cost calculation standards for items that can be calculated as direct construction costs.

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사례를 기반으로 한 신문 산업에서의 고객 이탈 예측 모형 구축 (Development of churn prediction model in a newspaper based on real case)

  • 양승정;이종태
    • 대한안전경영과학회지
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    • 제9권3호
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    • pp.111-118
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    • 2007
  • What is CRM(Customer Relationship Management) means that planning, executing, and re-accessing the marketing strategy based on the customer character by analyzing the material related to customers. That is CRM is a strategy of customer service on the base of data. In the case of the telecommunications and a newspaper, there are restricted application of CRM, because they are provided services by paying a given amount of money within a given period of time. This paper develops CRM model(chum prediction model) that can apply to a newspaper. For model-building, real data were used which were collected from one of the major a newspaper company in Korea. Also, this paper verifies the efficient result.

Current Literature Analysis of Arts and Cultural Management

  • Woo-Jun JANG
    • 산경연구논집
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    • 제15권4호
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    • pp.27-33
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    • 2024
  • Purpose: Arts and cultural management are a field with unique meaning and significance. This study is uniquely based on the focus of arts and cultural management on social and cultural sustainability sets it apart from other related study fields. Through delving into arts and cultural management, one can quickly gain skills vis-à-vis creativity and innovation in traditional and emerging media platforms. Research design, data and methodology: The current researcher relied on the descriptive research design, arriving at and evaluating the findings. The descriptive research design was the most ideal because of the need to evaluate the various literature sources systematically and later describe them without undue influence. Results: This research's core finding of art and cultural management in the current literature may be split up four findings, such as (1) Art and Cultural Management is Fast Embracing Digital Innovations and Related Elements, (2) Data and Analytics in Art and Cultural Management, (3) Interdisciplinary Nature of Arts and Cultural Management Elements, and (4) Arts and Cultural Management Face Numerous Challenges that Define it and its Future. Conclusions: All in all, based on the literature findings, the present research concludes that It is incumbent upon the various stakeholders, such as the government, to prioritize the arts and cultural management field through adequate budgeting and allocation of money.

가상통화거래소의 계정 및 자산 보호에 관한 사례연구: 유관기관의 프로세스를 중심으로 (A Case Study on the Protection of Accounts and Assets on Cryptocurrency Exchanges: Focusing on the Processes of Related Institutions)

  • 이윤주;이동원;한인구
    • 경영정보학연구
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    • 제22권4호
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    • pp.135-161
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    • 2020
  • 블록체인과 가상통화 관련 시장의 성장과 함께 가상통화거래소는 하나의 신규 산업으로 성장하고 있다. 그러나, 가상통화에 대한 법·규제적 정의가 진행 중에 있어서 기존 산업과 다르게 규제기관의 관리감독을 받지 않고 있으며, 이에 따라 본 연구는 거래소 해킹 및 사고로 인한 사용자(가상통화 투자자)의 피해가 다수 보고되었다. 가상통화거래소에서 발생할 수 있는 피해를 개인정보 및 계정의 탈취로 인한 자산 피해와 사용자가 외부 사기사건 등에 연루되어 발생할 수 있는 피해로 구분하여 연관성이 높은 기능을 선행 사업자와 비교 분석하였다. 회원가입(KYC: Know Your Client), 로그인, 거래 추가인증은 선행 사업자와 유사한 수준이나, 이상거래탐지(FDS: Fraud Detection System), 법화 및 가상통화 자금세탁방지(AML: Anti-Money Laundering)는 미흡한 수준으로 조속한 개선이 필요할 것으로 파악되었다.

일 지역사회 노인의 자기효능, 가족지지와 건강증진 행위와의 관계연구 (A Study on Self-Efficacy, Family Support and Health Promoting Behavior of the Aged in a Community)

  • 최인희
    • 지역사회간호학회지
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    • 제14권4호
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    • pp.657-666
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    • 2003
  • Purpose; This study was conducted to investigate the relationship between self-efficacy, family support and health promotion behavior of the elderly in a community. Method: The sample consisted of 208 elderly and data was collected from November 18 to December 21, 2002. The instrument of this study was a structured questionnaire including health promoting behaviors, self-efficacy, family support, general characteristics. Analysis of the data was done by use of descriptive statistics, t or F, Pearson Correlation Coefficient, Stepwise multiple regression. Results: 1. The general characteristics related to health promoting behavior were gender, family structure, education level and monthly pocket money. 2. The general characteristics related to self efficacy were gender, age, family structure, education level, religion and monthly pocket money. 3. The general characteristics did not affect family support. 4. Health promoting behavior score was the highest in the interpersonal support (2.72) and in order was nutrition(2.65), stress management(2.31), self actualization(2.30), exercise(2.05), health responsibility(1.86). 5. There was a significantly high correlation between health promoting behavior and self efficacy(r= .605, p= .000), and family support(r= .500, p= .000) and between self-efficacy and family support were correlated relatively high(r= .498, p= .000) 6. Stepwise multiple regression analysis revealed that the most powerful predictor of health promotion behavior in elderly was self-efficacy (39.6%). A combination of self-efficacy, family support, monthly pocket money, education level and present illness status explained 48.5% of the variance for health promoting behavior. In conclusion, the results of this study showed that self-efficacy and family support are very important variables in explaining the health promoting behaviors in elderly. Therefore, these variables should be considered in nursing intervention development and education, especially, self-efficacy improving programs that considered exercise and health responsibility are expected to effect the health promoting behavior in elderly.

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청소년 자녀들의 무분별한 소비습관 방지를 위한 결제 허가 관리 시스템 (A Design of Payment Approval Management System for Teenager Children's Indiscriminate Consumption Habit Prevention)

  • 김다영;김계영;문대진;조대수
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2016년도 추계학술대회
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    • pp.573-575
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    • 2016
  • 부모의 입장에서 경제적 소비 습관이 정착되지 않은 청소년기인 자녀의 소비 습관은 매우 큰 관심사다. 신용회복위원회(2006)의 청소년 소비행동 및 교육요구 조사에 따르면 청소년의 60.9%가 충동구매를 경험 한 것으로 응답하였다. 청소년들의 소비는 대부분 부모에게 받는 용돈으로 이루어진다. 대부분의 용돈은 현금으로 지급되기 때문에 오프라인 매장에서 직접 결제해서 소비되는 경우가 많다. 부모의 감시나 동의가 없는 용돈은 청소년이 무분별한 소비로 낭비하거나 구매 물품의 가격을 속여 부모에게 더 많은 금액을 요구하게 만든다. 본 논문은 청소년들의 오프라인 결제 의사 결정권을 부모에게 줌으로써 문제를 해결하는 시스템을 제안하고자 한다.

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온라인게임 아이템거래 규제 타당성에 관한 연구 - 시장실패 이론을 중심으로 - (A Study on the Regulation of Real Money Trade in On-line Game)

  • 최성락
    • 한국게임학회 논문지
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    • 제7권2호
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    • pp.41-52
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    • 2007
  • 우리나라의 온라인 게임 산업의 급격한 성장은 새로운 규제의 문제를 발생시키게 되었는데, 가장 대표적인 것이 아이템 거래에 대한 규제 여부의 문제이다. 그런데 온라인 게임 아이템 거래 규제는 규제의 일환으로서 규제적 접근이 이루어질 필요성이 존재함에도 불구하고, 현재까지의 논리는 법 이론적 근거와 현실적 이유를 위주로 이루어지고 있으며, 규제 이론적인 접근은 이루어지지 못하고 있다는 한계점이 있다. 본 연구는 온라인 게임 아이템 거래 규제 논의에 대한 이러한 한계점을 보완하기 위하여, 독과점성, 외부성, 공공재성, 불확실성의 시장실패 여부 측면에서 아이템 거래 규제의 타당성 여부를 검토하였다. 분석결과 아이템거래는 시장의 독과점적 구조와 연관성이 없고 소비자 후생을 오히려 증가시키는 효과가 있다. 아이템은 완전한 경합성과 배제성을 지니고 있었으며, 게임산업 발전이라는 외부경제가 존재하였다. 아이템거래는 사이버범죄의 외부불경제와 연관이 있었으나, 이러한 부작용은 아이템거래 자체의 문제라기보다는 게임 회사가 아이템 거래를 적극적으로 금지하기 때문에 발생하는 문제였다. 따라서 시장실패의 틀에서 볼 때, 아이템 거래를 금지하지 않고 오히려 양성화하는 것이 현재의 부작용을 감소시킬 수 있는 정책적 방안이 될 수 있다.

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청소년의 도박문제가 자살생각과 자살시도에 미치는 영향 -학교 청소년과 학교 밖 청소년의 비교를 중심으로- (The Influences of Problem Gambling on Suicidal Ideation and Suicidal Attempts of Adolescents -Focusing on the comparison between School Adolescents and Out-of-School Adolescents-)

  • 김지혜
    • 디지털융복합연구
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    • 제19권1호
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    • pp.465-474
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    • 2021
  • 본 연구는 청소년 도박문제가 자살생각과 자살시도에 미치는 영향에서 학교 청소년과 학교밖 청소년 간에 어떠한 차이가 있는지를 확인하고자 2018년 청소년 도박문제 실태조사 자료를 활용하여 최근 3개월 이내에 돈내기 게임을 경험한 학교청소년 4,982명과 학교밖 청소년 518명의 실태조사 자료를 로지스틱 회귀분석으로 분석하였다. 연구결과 첫째, 도박문제수준과 지인이나 업체에서 돈을 빌린 경험, 학업성적 저하경험, 자살생각이나 자살시도 모두 학교 청소년에 비해 학교밖 청소년이 더 심각하였다. 둘째, 돈내기 게임 때문에 업체에서 돈을 빌린 경험은 자살생각과 자살시도에 유의한 영향을 미쳤다. 셋째, 도박문제수준과 돈내기 게임 때문에 친구나 선후배에게 돈을 빌린 경험, 학업 성적 저하 경험은 학교 청소년의 자살생각과 자살시도에 유의한 영향을 미쳤다. 이를 토대로 도박으로 인한 청소년의 자살문제를 예방하기 위한 개입방안에 대해 제시하였다.