• Title/Summary/Keyword: user status

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A Study on the Establishment of Design and Construction Process Standardization through Building BIM Application Case (건축물 BIM 적용사례를 통한 설계 및 시공프로세스 표준화 수립에 대한 연구)

  • Jeong, Hee-woong
    • Journal of the Korea Institute of Building Construction
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    • v.22 no.4
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    • pp.347-358
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    • 2022
  • In order to satisfy the extraction and use of information such as estimates and processes required in the design and construction stages of BIM, which is an expectation of overall construction operation for the design and construction stage of domestic buildings, it is insufficient to supply and apply mobile technologies or terminals. In this paper, standardization of BIM-based processes from the design stage to the construction stage is proposed as an efficient construction system method through mobile-based simulation and test-bed case analysis review. The current status and potential of BIM application were identified through theoretical review of BIM and case studies at home and abroad. In addition, the overall flow of the project and the direction of effective process construction were investigated through each process by 3D, 4D, and 5D execution stage and the role of each collaborator. 4D building process BIM simulation system using mobile was implemented by applying a visualization engine that simulates process information, object information connection module, and related object information. Therefore, it was possible to minimize the possibility of re-construction of the BIM design and construction process model through the visualization of 2D drawings based on the 3D model of the building and the review of errors and interferences in the drawings. In addition, in the implementation of simulation for each process of the construction process through mobile devices, it was possible to support construction progress and process management according to the optimal option selected by the user.

Hospital-based home care reinbursement and service use for the elderly (노인의 의료기관 가정간호 급여청구 및 서비스 이용 현황)

  • Chin, Young-ran
    • 한국노년학
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    • v.29 no.2
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    • pp.645-656
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    • 2009
  • The purpose of this study was to address the current status of hospital-based home care(HBHC). We analyzed the data on HBHC from national electronic data information of Health Insurance Review Agency. Beside, we surveyed 75 hospital-based home care agency. In 2006, 20,343 elderly(64.0% from all HBHC user) used 333,889 visits(76.8%from all visits). Medical diagnosis was composed of circulatory disease including cerebrovascular diseases 41.3%, endocrine system disease including Diabetes mellitus 10.4%, neoplasm 9.7%. Some of subjects used HBHC in excess of maximum covered 8 visits a month by National Health Insurance, decubitus 7.0%, the cancer 5.4%, the diabetes 2.5%, the hypertension 1.1%, and the stroke 0.9%. This results will contribute to expand the coverage of hospital-based home care by National Health Insurance. There was distribution difference in medical diagnosis and nursing intervention between HBHC and Public health center-based home care(PBHC) subjects. Therefore, HBHC subjects had more severe medical diagnosis, and were intervened more injections, examinations, than PBHC subjects. These differences must be considered to set up functional role among the three types of home visit care.

LAN Based MFD Interface for Integrated Operation of Radio Facilities using Fishery Vessel (어선용 무선설비의 통합운용을 위한 LAN 기반 MFD 인터페이스)

  • In-ung Ju;In-suk Kang;Jeong-yeon Kim;Seong-Real Lee;Jo-cheon Choi
    • Journal of Advanced Navigation Technology
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    • v.26 no.6
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    • pp.496-503
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    • 2022
  • In the reality that the fishing population is decreasing and the single-man fishing vessels is increasing, mandatory equipment for navigation and radio equipments for the safety of fishing boats has continued to be added. Therefore, many equipment such as navigation, communication and fishing are installed in the narrow steering room, so it is very confusing and a number of monitors are placed in the front, which is a factor that degrades the function of maritime observation. To solve this problem, we studied an interface that integrates and operates to major radio facilities such as very high frequency-digital selective calling equipment (VHF-DSC), automatic identification system (AIS) and fishing boat location transmission device (V-pass) into one multi function display (MFD) based on LAN. In addition, IEC61162-450 UDP packets and IEC61162 sentence were applied to exchange data through link between MFD and radio equipments, and additional messages needed for each equipment and function were defined. The integrated MFD monitor is easily operated by the menu method, and the performance of the interface was evaluated by checking the distress and emergency communication functions related to maritime safety and the message transmission status by equipment.

A Gap Analysis Using Spatial Data and Social Media Big Data Analysis Results of Island Tourism Resources for Sustainable Resource Management (지속가능한 자원관리를 위한 섬 지역 관광자원의 공간정보와 소셜미디어 빅데이터 분석 결과를 활용한 격차분석)

  • Lee, Sung-Hee;Lee, Ju-Kyung;Son, Yong-Hoon;Kim, Young-Jin
    • Journal of Korean Society of Rural Planning
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    • v.30 no.2
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    • pp.13-24
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    • 2024
  • This study conducts an analysis of social media big data pertaining to island tourism resources, aiming to discern the diverse forms and categories of island tourism favored by consumers, ascertain predominant resources, and facilitate objective decision-making grounded in scientific methodologies. To achieve this objective, an examination of blog posts published on Naver from 2022 to 2023 was undertaken, utilizing keywords such as 'Island tourism', 'Island travel', and 'Island backpacking' as focal points for analysis. Text mining techniques were applied to sift through the data. Among the resources identified, the port emerged as a significant asset, serving as a pivotal conduit linking the island and mainland and holding substantial importance as a focal point and resource for tourist access to the island. Furthermore, an analysis of the disparity between existing island tourism resources and those acknowledged by tourists who actively engage with and appreciate island destinations led to the identification of 186 newly emerging resources. These nascent resources predominantly clustered within five regions: Incheon Metropolitan City, Tongyeong/Geoje City, Jeju Island, Ulleung-gun, and Shinan-gun. A scrutiny of these resources, categorized according to the tourism resource classification system, revealed a notable presence of new resources, chiefly in the domains of 'rural landscape', 'tourist resort/training facility', 'transportation facility', and 'natural resource'. Notably, many of these emerging resources were previously overlooked in official management targets or resource inventories pertaining to existing island tourism resources. Noteworthy examples include ports, beaches, and mountains, which, despite constituting a substantial proportion of the newly identified tourist resources, were not accorded prominence in spatial information datasets. This study holds significance in its ability to unearth novel tourism resources recognized by island tourism consumers through a gap analysis approach that juxtaposes the existing status of island tourism resource data with techniques utilizing social media big data. Furthermore, the methodology delineated in this research offers a valuable framework for domestic local governments to gauge local tourism demand and embark on initiatives for tourism development or regional revitalization.

A Study on Factors that Improve Waterfront Satisfaction: Targeting Residents of Apartment Houses in the Tokyo's Coastal Area (수변 만족도를 향상시키는 요인에 관한 연구: 도쿄 임해지역 집합주택 거주자를 대상으로)

  • Joohong Kim;Sekyung Oh
    • Land and Housing Review
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    • v.15 no.1
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    • pp.117-134
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    • 2024
  • This study examines the factors contributing to waterfront satisfaction among different generations, utilizing a survey on the use and perception of waterfront areas by residents of apartment houses in Tokyo's coastal region. The variables used in this study are developed through a review of existing literature, focusing on factors related to waterfront usage. Specifically, we select the proximity to the waterfront, duration of stay at the waterfront, and frequency of visits to the waterfront as key variables for investigation. In addition, the study further incorporates aspects related to waterfront recognition, such as the space, user behavior, and management status of the waterfront. Utilizing these variables, we carry out a correlation analysis to investigate the association between generational use and perception of the waterfront and their satisfaction with water-related experiences. The results identify three key factors to enhance waterfront satisfaction: First, to increase visits from both younger and older generations, improving pedestrian access to the waterfront is essential. Second, for middle-aged and older generations, creating waterfront areas closer to their residences can reduce travel distance and time, encouraging more frequent use. Third, maintaining clean and well-kept waterfront spaces is fundamental for all generations to enjoy relaxing experiences, thereby improving overall satisfaction.

Research on Usability of Mobile Food Delivery Application: Focusing on Korean Application and Chinese Application (모바일 배달 애플리케이션 사용성 평가 연구: 한국(배달의민족)과 중국(어러머)을 중심으로)

  • Yang Tian;Eunkyung Kweon;Sangmi Chai
    • Information Systems Review
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    • v.20 no.1
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    • pp.1-16
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    • 2018
  • The development and generalization of the Internet increased the popularity of food delivery service applications in Korea. The food delivery market based on online-to-offline service is growing rapidly. This study compares the usability of Korean food delivery service application between that of Chinese food delivery service application. This study suggests improvement points for Korean food delivery service applications. To conduct this study, we explore the status of various food delivery service applications and conduct interviews and surveys based on the honeycomb model developed by Peter Morville. This study obtained the following results. First, all restaurants participating in the Korean food delivery service must be able to accept order through the application. Second, the shopping cart function must be able to accept order of all restaurants simultaneously. Third, when users look for menu recommendation, their purchase history and shopping cart functions should appear at the first page of the website. Users should be able to perceive the improved usability of the website using those functions. Fourth, when the search window is fixed on the top of each page, users should be able to find the information they need. Fifth, the application must allow users to find the exact location of the delivery person and the estimated delivery time. Finally, the restaurants'address should be disclosed and fast delivery time should be confirmed to enhance users'trust on the application. This study contributes to academia and industry by suggesting useful insight into food delivery service applications and improving the point of food delivery service application in Korea.

Efficient Conservation and Management of Waterside Parks by Promoting Ecology Awareness of Visitors (이용객 생태 인식 증진을 통한 수변공원의 효율적인 보전 및 관리)

  • Choi, Jong Yun;Kim, Seong-Ki;Kim, Jeong-Cheol;Yun, Hak Jong
    • Korean Journal of Environment and Ecology
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    • v.33 no.2
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    • pp.237-251
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    • 2019
  • This study evaluated the ecological value of waterside parks by investigating the animal distribution and ecological feature in 92 waterside parks and analyzed the change of ecological awareness by users and non-users of waterside parks through ecological education and promotion based on the investigation results. The result confirmed inhabitation of various animals including 9 endangered species (Pernis ptilorhynchus orientalis, Accipiter soloensis, Falco subbuteo, Charadrius placidus, Felis bengalensis euptilura, Lutra lutra, Kaloula borealis, Polyphylla laticollis manchurica, and Leptalina unicolor) in waterside parks. Although waterside parks were constructed to be hydrophilic areas for human use, some of them with high natural characteristics are valued as biological habitat. We investigated user status in 5 areas (Daejeon, Sejong, Cheongju, Kongju, and Buyeo) located at Guem river basin to evaluate people's perception of waterside parks and carried out the ecological education and promotion based on the investigation result. The survey of 200 people showed that there were more users of waterside parks than non-users and that people in their 40's showed the highest use rate. The use frequency of waterside parks located in Daejeon and Cheongju was lower than in other areas (Sejong, Kongju, and Buyeo). We considered it was because Daejeon and Cheongju were urban areas and had relatively more leisure areas such as sports facilities and cafe than other areas, and thus the residents had a lower reliance on waterside parks. Moreover, users used waterside parks more frequently when they were nearer to users' residence. It is because most users perceived waterside parks as the leisure sports facility and thus preferred them to be within walking distance. The users' perception of waterside parks as the ecological space "to be preserved" increased after the ecological education and promotion. The change of the perception was higher among users (80%) than non-users (38%). Therefore, ecological education and promotion were potentially more effective to people who user waterside parks and thus had a higher understanding of the characteristics and specification. In conclusion, 1) although waterside parks were constructed for human use, some parts had high ecological value for the distribution of endangered species and outstanding natural beauty, and 2) it is necessary to change the perception of waterside parks from the hydrophilic attribute to the conservation attribute. Such change of perception would contribute to establishing waterside parks that feature both hydrophilic and conservation attributes in the management or upgrading plan of waterside parks in the future.

Knowledge graph-based knowledge map for efficient expression and inference of associated knowledge (연관지식의 효율적인 표현 및 추론이 가능한 지식그래프 기반 지식지도)

  • Yoo, Keedong
    • Journal of Intelligence and Information Systems
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    • v.27 no.4
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    • pp.49-71
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    • 2021
  • Users who intend to utilize knowledge to actively solve given problems proceed their jobs with cross- and sequential exploration of associated knowledge related each other in terms of certain criteria, such as content relevance. A knowledge map is the diagram or taxonomy overviewing status of currently managed knowledge in a knowledge-base, and supports users' knowledge exploration based on certain relationships between knowledge. A knowledge map, therefore, must be expressed in a networked form by linking related knowledge based on certain types of relationships, and should be implemented by deploying proper technologies or tools specialized in defining and inferring them. To meet this end, this study suggests a methodology for developing the knowledge graph-based knowledge map using the Graph DB known to exhibit proper functionality in expressing and inferring relationships between entities and their relationships stored in a knowledge-base. Procedures of the proposed methodology are modeling graph data, creating nodes, properties, relationships, and composing knowledge networks by combining identified links between knowledge. Among various Graph DBs, the Neo4j is used in this study for its high credibility and applicability through wide and various application cases. To examine the validity of the proposed methodology, a knowledge graph-based knowledge map is implemented deploying the Graph DB, and a performance comparison test is performed, by applying previous research's data to check whether this study's knowledge map can yield the same level of performance as the previous one did. Previous research's case is concerned with building a process-based knowledge map using the ontology technology, which identifies links between related knowledge based on the sequences of tasks producing or being activated by knowledge. In other words, since a task not only is activated by knowledge as an input but also produces knowledge as an output, input and output knowledge are linked as a flow by the task. Also since a business process is composed of affiliated tasks to fulfill the purpose of the process, the knowledge networks within a business process can be concluded by the sequences of the tasks composing the process. Therefore, using the Neo4j, considered process, task, and knowledge as well as the relationships among them are defined as nodes and relationships so that knowledge links can be identified based on the sequences of tasks. The resultant knowledge network by aggregating identified knowledge links is the knowledge map equipping functionality as a knowledge graph, and therefore its performance needs to be tested whether it meets the level of previous research's validation results. The performance test examines two aspects, the correctness of knowledge links and the possibility of inferring new types of knowledge: the former is examined using 7 questions, and the latter is checked by extracting two new-typed knowledge. As a result, the knowledge map constructed through the proposed methodology has showed the same level of performance as the previous one, and processed knowledge definition as well as knowledge relationship inference in a more efficient manner. Furthermore, comparing to the previous research's ontology-based approach, this study's Graph DB-based approach has also showed more beneficial functionality in intensively managing only the knowledge of interest, dynamically defining knowledge and relationships by reflecting various meanings from situations to purposes, agilely inferring knowledge and relationships through Cypher-based query, and easily creating a new relationship by aggregating existing ones, etc. This study's artifacts can be applied to implement the user-friendly function of knowledge exploration reflecting user's cognitive process toward associated knowledge, and can further underpin the development of an intelligent knowledge-base expanding autonomously through the discovery of new knowledge and their relationships by inference. This study, moreover than these, has an instant effect on implementing the networked knowledge map essential to satisfying contemporary users eagerly excavating the way to find proper knowledge to use.

A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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A Study on the Application of Graphic Metaphor to the Web Interface - concentrating on the homework supporting domains for higher classes in the elementary schools- (웹 인터페이스에서의 그래픽 메타포 활용에 관한 연구 -초등학교 고학년 숙제도우미 영역을 중심으로-)

  • 이미경;김혜경
    • Archives of design research
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    • v.16 no.4
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    • pp.385-394
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    • 2003
  • An investigation by KRNIC (Korea Network Information Center) on the real state of usage of internet has shown that 96.9% of children investigated had experiences of using internet. Especially the firstly ranked item that had been answered by children as a necessity of internet was 'Studying to solve tasks' rated by 83.9%. As seen from the research result, the need as a homework sonics is actually so dominant that it cannot be ignored when considering the profitability at the area of education contents, but any profound research has not been accomplished yet. Internet has been positioned as a more effective and fruitful learning tool, and also all activities done by users for exploring informations and choosing learning items under the on-line circumstances are based on the successive mutual reactions between users and computers. Up to now much of the web based learning circumstances has been introducing the User Interface using metaphor, and the same is found dominantly from the sites for children. But in spite of the availability of metaphor mentioned above the current status is much lack of profound researches about metaphor interface; and what is more, in the case of the site for elementary school students the gap of the ability recognizing metaphor is very large between lower classes and higher classes according to the degree of mental growth but that is used to be simply ignored, then a common concept is adapted to interface for all grades of classes and moreover for infant and kindergarten without any objections. Based on foregoing problems this research has put the main focus on the groping and presenting desirable directions on the prospect design of interface for children-oriented sites by analyzing the status of practical usage of metaphor interface in the field of the sites for children-oriented learning sites with concentration upon homework supporting domains.

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