Objectives : The purpose of this study was to examine the self-esteem and job-seeking efficacy of dental hygiene students in an attempt to provide some information on career guidance, counseling and the development of employment programs by colleges, as self-esteem seemed to be one of integral variables to affect job-seeking efficacy. Methods : The subjects in this study were the dental hygiene students in three different colleges in South and North Jeolla Provinces. After a self-administered survey was conducted, the answer sheets from 562 respondents were analyzed by the SPSS(Statistical Package for the Social Science) WIN 12.0. Results : 1. The students investigated got a mean of 2.43 in self-esteem, which was not a high score. The sophomores had a better self-esteem than the freshmen and juniors, and the gaps among the respondents in each subfactor of self-esteem were significant($p^*$ <0.01, $p^{**}$ <0.05). 2. The students got a mean of 3.12 in overall job-seeking efficacy, and there were significant differences among them in each subfactor of job-seeking efficacy($p^*$ <0.01). 3. The freshmen were ahead of the sophomores and juniors in job-seeking efficacy, and the gaps between the former and the latter were significant($p^*$ <0.01). 4. There was a significant relationship between the self-perceived self-esteem and job-seeking efficacy of the students. A higher self-esteem led to a better job-seeking efficacy(p<0.01). Conclusions : The above-mentioned findings illustrated that a higher self-esteem had a more positive effect on job-seeking efficacy. Therefore the development of programs geared toward boosting the self-esteem of dental hygiene students is required, and educational institutions should provide quality self-esteem programs for students to plan and prepare for their future, to make the right career choice, to improve their vocational adjustment, to keep pursuing self-development and to build the right values.
Virtual reality(VR) is the technology that makes a user regard being in virtual space generated by computer as in the real world. Mainly, it has been studied about the three senses which are the sense of vision, touch and hearing in the five human senses. Through that, it is applied to the system making all the senses in the human body real. Even though the design idea of theater is brought to that of simulation theater, there are not many similarities between them and not general design rules yet. For making a better situation, in cooperation with a domestic company making a motion simulator for one or two person by itself, I have considered the minimum conditions and formations of the simulation theater being widely useful in the buildings of general commercial spaces from the environmental viewpoint, and basing on that facts I try to make some sorts of fundamental design types so that they are more available than those in the past. In this research, I have set the three types of simulation theater, the 50 seats of motion simulator for one person, the 20 seats of motion simulator and the 50 seats for two persons, in my researching range. Moreover, regarding the size of the simulation theater, I put the best specifications in order and also put them together, and then with making standards able to be reflected on the design plan, I have researched it for the purpose of the accumulation of skill in the construction of the special theater. Here, the design rule I suggested might be a design standard that it will be thought useful widely.
Journal of Korean Library and Information Science Society
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v.47
no.3
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pp.21-39
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2016
The objective of this study is to propose the operational organization and connective cooperation plan for the Daegu regional central library which will be completed in 2020. The vision of regional central library was presented as 'the library for the happiness of Daegu citizens and the cradle of knowledge and culture', and 10 core functions also proposed. In order to fulfill the roles as a regional central library, it has been suggested to maintain 5 departments including the department of administrative support, the department of library policy, the department of collection development, the department of information service, and the department of cooperative preservation. Lastly, it has also established the model of connective cooperation plans between other regional libraries and the regional central library as follows: the construction and operation of cooperative system, connective cooperation for the construction of Daegu collaborative repository, cooperative library system of ILL/DDS.
Purpose - The current distribution enterprises have realized the necessity for integrated and specialized images in their stores. From those reasons, visual merchandising has been considered as a powerful means towards brand value judgement as well as maximizing both brand and corporate identity. This research intends to study and discuss the current situations in Korean visual merchandising and its future concept setting. Based on the research findings, this paper tries to propose the basic concept for development strategies of visual merchandising in Korean distribution market. Although the studies on visual merchandising in Korean traditional markets have been continued, visual merchandisers have been distorted by display control centers in real situations. Therefore, this study tries to set both current and future concepts in visual merchandising for further discussions and a new complement formulation. Research design, data, and methodology - This study has investigated previous studies with the way of normative study by comparing, organizing concepts and relating terms on visual merchandising. In order to be an exact research, it seems to be more appropriate to analyze this study with a deductive analysis way rather than inductive as for getting the core of visual merchandising. Besides, this study changed the term 'visual merchandising' into 'VMD', and used it as an unified one. Results - Visual merchandising has an important key in retail planning. With focusing on organizing visual merchandising concepts, it should be adequate for domestic circumstances because there are various visual merchandising concepts with different perspectives. Thus, it is necessary to establish a concept including modern and Korean features through previous studies and data. Visual merchandising can be defined as followings. It enhances the value of shop images from visual aspects and conveys brand concepts effectively. Its task is to plan and manage products sales by combining three merchandising domains such as interior, display, and merchandising. Conclusions - There are some limitations on setting academic concepts in visual merchandising due to its features as to be taken in the field focused studies. More meaningful case studies should be performed as an area of future studies. Therefore, it is necessary to perform an effectiveness analysis on empirical visual merchandising state and present the course of development.
Our nation has experienced remarkable growth over the half a century. Nonetheless, there is still much room for improvement in the area of Environment, Health and Safety (EHS). In particular, frequency and severity of industrial accidents did not considerably improve compared to the economic and social progress we made. The main objective of this research is to analyze what plans and actions are required for companies to promote industrial safety by 1) fostering functional competencies of EHS staffs and 2) effectively and proactively responding to rapidly changing EHS environment. For this research, EHS staffs from five large companies in Korea were surveyed. Most respondents indicated that one of key expertise required by EHS staffs is capabilities to effectively deal with changes to various domestic and international EHS-related laws and regulations. Furthermore, a predominant number of respondents commented that it is imperative for EHS staffs to have a broad knowledge of business management. As for internal issues that EHS staffs encounter within their organizations, many pointed out that their EHS vision is not sufficiently shared throughout the organization, and that the rules of leadership are critical in solving this issue. On the other hand, the survey respondents also raised an issue of limited EHS-related investments due to slow economy. As a solution, they proposed ways to align EHS organization's performance with the company's performance. Based on this survey, issues and solutions for EHS organizations were identified. Results of this research can benefit companies that plan to newly establish or further expand EHS organization.
Existing fashion web sites show only the search results for one type of clothes in items such as tops and bottoms. As the fashion market grows, consumers are demanding a platform to find a variety of fashion information. To solve this problem, we devised the idea of linking image classification through deep learning with a website and integrating SNS functions. User uploads their own image to the web site and uses the deep learning server to identify, classify and store the image's characteristics. Users can use the stored information to search for the images in various combinations. In addition, communication between users can be actively performed through the SNS function. Through this, the plan to solve the problem of existing fashion-related sites was prepared.
This paper describes a method for vision-based person identification that can detect, track, and recognize person from video using multiple cues: height and dressing colors. The method does not require constrained target's pose or fully frontal face image to identify the person. First, the system, which is connected to a pan-tilt-zoom camera, detects target using motion detection and human cardboard model. The system keeps tracking the moving target while it is trying to identify whether it is a human and identify who it is among the registered persons in the database. To segment the moving target from the background scene, we employ a version of background subtraction technique and some spatial filtering. Once the target is segmented, we then align the target with the generic human cardboard model to verify whether the detected target is a human. If the target is identified as a human, the card board model is also used to segment the body parts to obtain some salient features such as head, torso, and legs. The whole body silhouette is also analyzed to obtain the target's shape information such as height and slimness. We then use these multiple cues (at present, we uses shirt color, trousers color, and body height) to recognize the target using a supervised self-organization process. We preliminary tested the system on a set of 5 subjects with multiple clothes. The recognition rate is 100% if the person is wearing the clothes that were learned before. In case a person wears new dresses the system fail to identify. This means height is not enough to classify persons. We plan to extend the work by adding more cues such as skin color, and face recognition by utilizing the zoom capability of the camera to obtain high resolution view of face; then, evaluate the system with more subjects.
The success or failure of the Korean game industry is a key issue for the creation of competent and talented human resources for the production of competent contents. The purpose of this study is to elucidate how to characterize and educate human - friendly game graphic designers with global competitiveness. The success of multi-disciplinary education will be maximized when cooperation with the responsible professors, the active will of the professor, the educational vision of the school, and real-time and active administration are supported In this study, based on the analysis of demand and supply of the human resources in the game industry, we found out that the game industry requires specialized manpower of technology-friendly game graphic designer who has the creativity, practical. application ability, and the international competency. In addition, we suggested ways of linking the curriculum with the local industries and related organizations such that they could be well educated as experts in related fields.
Detecting obstacles and generating a suitable path to avoid obstacles in real time is a prime mission requirement for UAVs. In areas, close to buildings and people, detecting obstacles in the path and estimating its own position (egomotion) in GPS degraded/denied environments are usually addressed with vision-based Simultaneous Localization and Mapping (SLAM) techniques. This presents possibilities and challenges for the feasible path generation with constraints of vehicle dynamics in the configuration space. In this paper, a near real-time feasible path is shown to be generated in the ORB-SLAM framework using a chain-based path planning approach in a force field with dynamic constraints on path length and minimum turn radius. The chain-based path plan approach generates a set of nodes which moves in a force field that permits modifications of path rapidly in real time as the reward function changes. This is different from the usual approach of generating potentials in the entire search space around UAV, instead a set of connected waypoints in a simulated chain. The popular ORB-SLAM, suited for real time approach is used for building the map of the environment and UAV position and the UAV path is then generated continuously in the shortest time to navigate to the goal position. The principal contribution are (a) Chain-based path planning approach with built in obstacle avoidance in conjunction with ORB-SLAM for the first time, (b) Generation of path with minimum overheads and (c) Implementation in near real time.
Journal of Korean Society of Industrial and Systems Engineering
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v.39
no.2
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pp.119-128
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2016
Use of ICT in Government has ability to improve service delivery to its citizens, and yet many developing countries have lagged behind in the implementation of e-Government. Many e-Government initiatives also failed to achieve their objectives in developing countries. This paper therefore aims to identify critical failure or success factors in Kenya, using Heeks' Factor Model. A survey questionnaire was developed and data were collected and analyzed from officials and interested citizens. The analysis results enabled to highlight seven specific success and failure factors, and their constituent elements in Kenya. The Kenyan overall e-Government implementation score belongs to the Zone of Improvement (3.52 of total 5.0), which means partial success or failure. The enablers of e-Government projects are good strategy formulation, and internal and external drive, whereas main failures of e-Government are weak ICT infrastructure. The areas for improvement are project management, design, competencies and funding. Data analysis highlights both strengths and weaknesses for each factor or variable. In particular, Kenyan government excels at the drive for change by top to bottom government officers as well as external stakeholders, while the government officers who are using e-Government are satisfied with the availability of vision, strategy and plan of e-Government implementation. Both technologies and e-transactions laws were the worst of all the variables in e-Government implementation. Two areas should be improved using immediate corrective action. In-depth study reveals that government officers and citizens can't fully use their laptop and mobile devices due to the lack of both ICT network and its operating technology, and legal system associated with the transaction of business information. Finally, the study ends up with recommendations for policy makers to shape the future of e-Government system in both developing and developed countries.
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