• Title/Summary/Keyword: 중요도-난이도 분석

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Importance-Difficulty Analysis for DQMS Requirements (국방품질경영시스템 요구사항에 대한 중요도-난이도 분석)

  • Kim, Yun-Hi;Park, Jong Hun;Lee, Sang Cheon
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.40 no.3
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    • pp.49-58
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    • 2017
  • The DQMS (Defence Quality Management System) is a certification system that manages participating companies to improve the quality of munitions. Since Korean Defense Specification (KDS) for DQMS certification that was established by adding military requirements based on the ISO quality standard, many companies complain that they should pay too much effort into the preparation process. However, it is hard to find helpful information on the preparation process because we have been only interested in the effect of DQMS acquisition. The purpose of this paper is to provide helpful information to companies preparing for DQMS certification. We surveyed the degree of difficulty and importance of the DQMS requirements from the companies with certification experience, and performed IDA (Importance-Difficulty analysis) by dividing the companies into the main contractor and the subcontractor. The result of IDA shows that there is a different recognition to the DQMS certification between main-contracting and sub-contracting companies. Subcontractor has more difficulties than main contractor in preparing the DQMS certification. In addition, we are able to identify the difficult and important requirements in the preparation process to the DQMS certification. Both main contractor and subcontractor have difficulty to the requirements related to configuration or validation such as 'customer controls configuration', 'configuration review shall be implemented' and 'design and development validation documentation.' The requirements related to customers are important to main contractor but the subcontractor regards difficult requirements as important ones. The result of this paper would be helpful to both the company preparing for DQMS and the munitions quality assurance agency.

Development of Preventive Self-Management Knowledge Related to Premature Labor (PSMK-PL) Scale for Women of Childbearing Age : An Item Response Theory Approach (가임 여성의 조기진통에 대한 예방적 자가관리 지식 측정 도구 개발: 문항반응이론 적용)

  • Kim, Sun-Hee;Lee, Yu-Jin
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.439-450
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    • 2022
  • Purpose: This study was to develop the Preventive Self-Management Knowledge related to Premature Labor (PSMK-PL) scale for women of childbearing age. Methods: Preliminary items were developed based on the literature and interview results of those who experienced premature labor. The online survey was conducted and the data of 250 women were analyzed using the DIMTEST and DETECT programs by applying the item response theory. Internal consistency reliability was analyzed with Cronbach's alpha (95% CI). Results: Among the 30 preliminary items, six items were deleted. The difficulty and discrimination of the 24 final three-dimensional scales were all acceptable, respectively. Cronbach's alpha (95% CI) was .89 (.87~.91). Conclusion: The PSMK-PL scale generally consisted of items with validity, and the reliability was acceptable.

A Study on Determining the Optimal Time to Launch of Software Considering Error Correction Time (오류 수정 시간을 고려한 소프트웨어 최적 출시 시점 결정 연구)

  • Ahn, Cheol-Hoon
    • Journal of Software Assessment and Valuation
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    • v.16 no.2
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    • pp.69-76
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    • 2020
  • In this paper, the problem of determining the optimal time to market of software was studied using error correction time, an indicator of error correction difficulty. In particular, it was intended to modify the assumption that error detection time and correction time are independent in the software reliability growth model considering the existing error correction time, and to establish a general framework model that expresses the correlation between error detection time and correction time to determine when the software will be released. The results showed that it was important from an economic perspective to detect errors that took time to correct early in the test. It was concluded that it was very important to analyze the correlation between error detection time and error correction time in determining when to release the optimal software.

University Professor's Experience and Demands of Online Teaching Method Content (대학 교수자의 온라인 교수법 콘텐츠 수강 경험 및 요구)

  • Min, Hyeree
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.744-758
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    • 2021
  • This study is aimed at identifying the possibility and effectiveness of teaching methods education for professors through the development of online teaching content and providing important implications for future online teaching content development and utilization strategies by looking at the differences in the experience and needs of professors who have taken online teaching content. A university surveyed 83 professors who took the seven teaching contents developed between 2015 and 2018, and took them from 2017 to 2019. As a result of the study, professors often took online teaching content for self-development purposes, were satisfied with the overall content, and cited the low psychological burden and resistance of education through personal learning, and the possibility of repeated learning online. The differences between importance and execution in content composition, the areas of statistically significant difference were easy-to-understand delivery, appropriate and sufficient examples, interest and motivation, facilitating interaction between learners, appropriate difficulty, reflection of current trends, appropriate presentation order and ethical composition. The importance level recognized by professors in the area was higher than execution level. In conclusion, opinions for improving online teaching content were appropriate and sufficient examples in the area of content composition, interest and motivation, and reflection of the latest trends. In the area of ease of use, there was stable playback, relay function, and location-independent.

Implementation of Motion Analysis System based on Inertial Measurement Units for Rehabilitation Purposes (재활훈련을 위한 관성센서 기반 동작 분석 시스템 구현)

  • Kang, S.I.;Cho, J.S.;Lim, D.H.;Lee, J.S.;Kim, I.Y.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.7 no.2
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    • pp.47-54
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    • 2013
  • In this paper, we present an inertial sensor-based motion capturing system to measure and analyze whole body movements. This system implements a wireless AHRS(attitude heading reference system) we developed using a combination of rate gyroscope, accelerometer and magnetometer sensor signals. Several AHRS modules mounted on segments of the patient's body provide the quaternions representing the patient segments's orientation in space. We performed 3D motion capture using the quaternion data calculated. And a method is also proposed for calculating three-dimensional inter-segment joint angle which is an important bio-mechanical measure for a variety of applications related to rehabilitation. To evaluate the performance of our AHRS module, the Vicon motion capture system, which offers millimeter resolution of 3D spatial displacements and orientations, is used as a reference. The evaluation resulted in a RMSE of 2.56 degree. The results suggest that our system will provide an in-depth insight into the effectiveness, appropriate level of care, and feedback of the rehabilitation process by performing real-time limbs or gait analysis during the post-stroke recovery process.

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Relations between Choke Point Types and Cover Pattern Properties in FPS Game Level Design (FPS게임 레벨디자인에서 Choke Point유형과 Cover Pattern속성의 관계)

  • Choi, GyuHyeok;Jin, HyungWoo;Kim, Mijin
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.27-36
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    • 2014
  • Accurate information on players, namely player analytics is one of the key factors in a game development environment where a scientific approach to user-oriented game analysis is in the spotlight. This study is intended to examine effects of relations between choke point types and cover pattern properties on level difficulties in FPS games. As for FPS games, interaction between players' behaviors and game levels is higher compared to other genres and choke point types as well as cover pattern properties are key factors of level design. Choke point is the main crossroad that must to pass for achieving the goal and Cover Pattern is the type of object on the level except buildings. Two elements directly or indirectly affect the level of difficulty. This study analyzed 10 types of representative FPS gameplays to classify choke point types and assigned 4 types of cover pattern properties to organize 16 target levels for the experiment. In addition, this study collected and analyzed players' 800 behavior data (video clips) from 5 repetitive plays performed by 10 players. In conclusion, analytical results obtained from the empirical study will contribute to realizing systematic game level development by providing specific information for a game level design phase. The findings are also meaningful in that they suggest efficient and effective methods of utilizing the existing academic study results for industrial applications.

Educational Needs Analysis of General Security Jobs in Physical Protection Field using the DACUM Technique (DACUM기법을 활용한 물리적방호 분야 일반보안 직무의 교육 요구분석)

  • Lee, Jin Gu;Jung, Il Chan;Park, Min Ju
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.234-246
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    • 2021
  • The purpose of this study is to develop the main subjects of the job-based curriculum by deriving the job analysis results of general security job workers in the physical protection field responsible for responding to threats to nuclear materials and nuclear facilities. In the job analysis stage, FGI was conducted on 7 content experts to derive 8 duties and 55 tasks. In addition, knowledge and skills were drawn for each task. In the analysis of educational needs, surveys were conducted for workers in general security jobs to derive the top 25 educational priorities through t-test and Borich needs assess model. At the stage of selecting core tasks and organizing required/optional contents, 42 tasks, both above average or at least one of them, were derived as core tasks based on the result of evaluation of importance and difficulty ratings of 55 tasks through a questionaire. In addition, tasks applied to the top 25 rankings derived from Borich needs assess model were applied as the required contents when designing courses, and tasks which applied only one of them were selected as optional contents. At the stage of required/optional modules and educational contents, four required modules and five optional modules were derived by drifting similar tasks between the required and optional contents. Based on the above results, the study suggested academic and practical implications and future suggestions.

A Study on the Care Giver's Awareness of Self-efficacy and Job Satisfaction at the Elderly Medical Welfare Facilities (노인의료복지시설 요양보호사의 자기효능감과 직무만족의 인식에 관한 연구)

  • Cho, Woo-Hong;Park, Chun-Gyu;Son, Myeong-Dong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.127-128
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    • 2013
  • 이 연구는 노인의료복지시설 소속 요양보호사들을 대상으로 자기효능감과 직무만족에 대한 요양보호사들의 주관적 인식의 차이를 분석해 보고자 하였다. 분석결과 요양보호사들이 근무하는 노인의료복지시설 유형에 따른 인식의 차이는 없었지만 전체적으로 요양보호사들의 자기효능감과 직무만족의 충족이 노인의료서비스 제공에 있어서 중요하다는 것을 강조하였다. 따라서 노인의료복지시설 소속 요양보호사들이 노인들에게 의료서비스 등을 제공함에 있어서 직무만족과 동시에 지속적으로 높은 수준의 자기효능감을 유지할 수 있도록 하는 인적자원관리전략이 필요함을 시사하였다는데 그 의의가 있다.

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The Effect of Technology Difficulty and Safety Perception on Customer Value Perception and Intention to Use Self-Service Technologies (셀프서비스기술 환경에서 기술난이도와 안전성 지각이 고객가치인식과 지속사용의도에 미치는 영향)

  • Bu, Shaoyang;Liu, Tianyuan;Koh, Joon
    • Knowledge Management Research
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    • v.23 no.1
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    • pp.47-67
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    • 2022
  • Computer and Internet information technologies(ICTs) have changed the modern service industry and people's life style. In particular, the global spread of COVID-19 has attracted more attention to contact service types such as self-service technology. With the increase in labor costs and the enhancement of consumer self-awareness, more and more companies transfer part of their work to customers through their own service technology. This study seeks to answer the following questions. (1) Do technology difficulty and safety perception affect customer value recognition in the self-service technologies? (2) Does customer value recognition influence the intention to use such technologies continuously? This study conducted an empirical analysis with 327 samples to validate the influence of self-service characteristics(technology difficulty and safety perception) on customer value recognition and continuous utilization intentions. Also, it analyzes the moderating effects of age and frequency of use on the relationship between self-service characteristics and customer value recognition. The study results show that the technology difficulty does not affect the customer's perceived value recognition; and the higher the customer's value recognition, the higher the intention of continuous use.

Study on the Effect of the Cognitive Performance, Self-Efficacy and Self-Esteem on the Players' Flow Experience during Playing Online Games (온라인 게임 플레이 과정에서 인지적 성과, 자아효능감, 자아존중감이 플레이어의 몰입 경험에 미치는 영향)

  • Choi, Dongseong;Kim, Jinwoo
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.5-14
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    • 2013
  • This study has focused to identify what kinds of psychological state are most closely related in players experiencing flow while playing game. This study constructs a conceptual model of flow for game players by conducting a survey to 303 online game players. The results indicate that the state of flow was reached when players may gain opportunities for having high self-efficacy as they accomplished tasks. At the same time, it indicate that the higher cognitive performance and self-esteem was able to enhance the higher flow experience while playing a game. This study provides both practical and theoretical implications on how to increase players' flow by providing critical psychological states in the game.