• Title/Summary/Keyword: 직무디자인

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Design of Fire-fighting Ambulance Interior (119 구급자동차의 내부 디자인 개발에 관한 연구)

  • Shin, Dong-Min;Park, Min-Jung;Han, Yong-Taek
    • Fire Science and Engineering
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    • v.30 no.1
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    • pp.121-129
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    • 2016
  • Ambulances are an important element of pre-hospital emergency medical services, and also an important space for improving the work efficiency of paramedics. Paramedics use the interior environment to maximize the capabilities of the space, but ambulances need to be improved to help with the responsibilities of paramedics. A Seamless space was constructed in accordance with the placement of first-aid emergency medical equipment and drugs, and a patient room was loaded in the interior space of an ambulance. This study was to improve the treatment space of an ambulance to improve the efficiency of work by paramedics The new design provides safety and efficiency for emergency medical services through planning of interior storage suitable for the duties of paramedics and through identification and analysis of the problems in the environment.

A Proposal for IT Design Curriculum in Community College based on IT Industry Demand Survey (IT 산업수요 조사에 기초한 전문대학교 IT 디자인 교육과정 제안)

  • Lee, Yun-Hui;Jo, Seong-Hwan
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.345-353
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    • 2016
  • This study was intended to analyze the present condition and problems of education by examining the curriculum of departments relating to IT design in community colleges in the environment of IT that more rapidly grew than any other sector due to the development of information and communication and smart device, focusing on the actual condition. And it was intended to present a scheme for the improvement of IT design curriculum in community colleges in preparation for the surveyed industry demand in IT sector. First of all, this study attempted to check how IT designers' work changed according to the change of technology in industrial scene through a survey of job in IT industry and an analysis of IT industry trends. As a result, it was shown that the work of IT designers who had carried out web design work extended to mobile design, and school education also required mobile education according to the change of the times. Here, through task analysis, it was possible to find that web design and mobile design was not fundamentally entirely different, but was within the range where it was perfectly possible to carry out mobile design work if mobile environment and condition was understood and an education was given together with the existing curriculum.

The effect of corporate field teacher and corporate education satisfaction on apprenticeship education satisfaction and student job competency - Focusing on NCS job standards and apprenticeship school project group types - (기업현장교사 및 기업교육의 만족도가 도제교육 만족도와 직무역량 함양에 미치는 영향 - NCS 직무표준과 사업단 유형을 중심으로 - )

  • Yoojeong Kim;Hong Sub-Keun;Kim In-Yeop
    • Industry Promotion Research
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    • v.8 no.1
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    • pp.83-94
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    • 2023
  • This study explored the effect of corporate field teacher and corporate education satisfaction on apprenticeship education satisfaction and student job competency development focusing on NCS job standards and industry-academia-integrated apprenticeship school project group. As a result of the study, satisfaction with corporate field teachers in the electrical, electronic, and food service sectors was found to have a positive influence on improving students' job competency, while satisfaction with corporate education was important in the management, accounting, office, and information and communication sectors. In the analysis by type of project group, the satisfaction of corporate field teachers in the joint practice type and industry-led type had a strong influence on improving job competency, but in the base school type and single school type, corporate education satisfaction had a greater influence on capacity improvement. Therefore, it is necessary to redefine the competencies of corporate field teachers and to establish and implement an industry-academic integrated apprenticeship school operation plan with the relationship between the type of project group and NCS job standard classification.

An Analysis study on the Training Factors for interior finish work in Department of Architectural Interior on College (전문대학 실내건축교육과정 중 시공실습과목의 주 요소 설정에 관한 연구)

  • 이용의;배강희
    • Korean Institute of Interior Design Journal
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    • no.21
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    • pp.114-120
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    • 1999
  • The aim of 2000s' technical college is to cultivate technicians who have their own specialities. This means that the technician's duty is not to fit themselves to the wide fields of work, but to strengthen the competitiveness ensuring the4ir speciality in the society that is based on knowledge. The educational substances of the college attach more importance to a design, but the Interior Architecture works and official situations that amount to almost Interior Architecture business in these modern days are focalized on a field construction rather than desigv. $\ulcorner$It is not able to ensure the speciality in the project performing a plan to design and a construct management at the same time. And when they perform their duties, even any beginners graduated from technical college can't direct or guide constructors$\lrcorner$There the construction subjects of technical college should consist of practical education centering around items that is condensed from research data $\ulcorner$they should know how to set up and concrete the treatments$\lrcorner$

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Inclusion Polymorphism과 UML 클래스 다이어그램 구조에 의거한 디자인패턴 해석

  • Lee, Rang-Hyeok;Lee, Hyeon-Woo;Go, Seok-Ha
    • Proceedings of the Korea Society of Information Technology Applications Conference
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    • 2007.05a
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    • pp.55-68
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    • 2007
  • 디자인 패턴은 새롭게 만들어 지는 것이 아니라 기존의 검증된 지식, 관용법, 원칙들을 체계화한 것이다. 다시 말하면 디자인 패턴은 특정한 문제를 해결하기 위한, 검증된 설계 방법에 이름을 붙인 것이다. 그러므로 적절한 디자인 패턴 사용은 1) 개발자들간의 원활한 의사소통에 도움을 주며, 2) 하급자가 고급기술을 쉽게 익힐 수 있도록 할 수 있다. 3) 또한 사용된 디자인이나 아키텍처를 재사용할 수 있도록 하고, 4) 만들어진 시스템의 유지 보수를 보다 쉽게 할 수 있는 등의 장점을 얻을 수 있다. 반면에 필요하지 않은 곳에 까지 디자인패턴을 사용하게 되면 소프트웨어를 복잡하고, 유지보수도 어렵게 만들 수 있다. 디자인 패턴의 분류는 수 많은 패턴을 비슷한 속성을 지닌 그룹들로 조직화 하는 것이다. 이는 개발자가 특정 문제에 맞는 디자인 패턴을 쉽게 선택 할 수 있도록 도와 줄 뿐만 아니라, 디자인 패턴의 주요특성을 빠르게 이해하고 간파 할 수 있게 한다. 그래서 Beck 이 디자인패턴을 소개한 이후 GoF, Buschmann, Grand, Antoy 등은 디자인 패턴을 단순히 열거를 통해 소개하지 않고, 각자의 기준에 따라 체계적으로 분류하여 패턴을 설명 하고 있다. 본 연구는 객체지향 설계의 근본 개념인 Polymorphism (Inclusion Polymorphism) 과 '객체 지향 소프트웨어 설계 원칙' 그리고 이 근본 원칙들이 UML 클래스 다이어그램에 나타나는 구조적 특정에 의거해 디자인 패 턴 해석을 수행 하였다. 본 연구의 목적은 1) 객체지향의 근본 원칙으로 표현 되는 패턴과 2) 설계자의 전문적 인 Art를 포함하고 있는 패턴으로 분류하는데 있다.3: 재미는 용이성을 통해 채택의도에 정의 영향을 미친다. 가설4: 유용성은 채택의도에 정의 영향을 미친다. 가설5: 용이성은 채택의도에 정의 영향을 미친다. 가설6: 용이성은 유용성에 정의 영향을 미친다. 본 연구의 대상은 자발적으로 이러닝을 채택할 수 있는 대학생을 대상으로 하였고, 설문 데이터 분석을 통한 실증연구를 수행하였다. 분석방법으로는 PLS 분석도구를 사용하였다. 분석결과 가설6을 제외하고는 모두 유용한 것으로 입증되었다.97)은 배움의 용이성, 기억의 용이성, 오류, 효율성, 만족성으로 분류하고 있고(Nielsen, 1997), Shneiderman(1998)는 효과성(직무시간, 배움의 시간), 효율성(기억의 지속시간, 오류), 만족도를 품질의 특성으로 분류하였다. 이와 같은 소프트웨어의 품질은 소프트웨어 계획, 개발, 성장과 쇠퇴의 모든 과정에 적용되며, 환경적 변화에 따라 사용자들의 정보욕구를 적절하게 반영하여 만족도를 높이 는 것이라고 요약할 수 있다. 그러나 현재까지 소프트웨어 품질 평가에 대한 연구들 은 보편적인 평가 항목들을 대상으로 측정하여 일반적인 품질기준을 제시하고 있고, 유사한 측정 내용들이 중복되어 있다. 이러한 경향은 산업별 특수성이 강한 소프트웨어에 대해서는 정확한 품질측정이 어려웠고, 품질측정에 대한 신뢰성을 떨어뜨리는 계기가 되었다. 이러한 한계를 극복하고자 나타난 방법론이 최종사용자들의 요구사항을 얼마나 적절하게 시스템에 반영했는지에 대한 사용성(Usability) 측정이다. 사용성에 대한 정의는 사용자들이 실질적으로 일하는 장소에서 직접 사용자들의 시스템 운용실태를 파악하여 문제점을 개선하는 것으로 요약할 수 있다. ISO9124-1

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Job Satisfaction Organizational Commitment and Intent to Leave the Job According to the Characteristics of Korean Fashion Companies (국내 패션기업 종사자들의 특성에 따른 직무만족, 조직몰입과 이직의도)

  • Choi, So-Ra;Chung, Sung Jee;Kim, Dong-Geon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.2
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    • pp.65-78
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    • 2016
  • The purpose of the study was to investigate differences in job satisfaction, organizational commitment and intent to leave the job according to the characteristics of employees of korean fashion companies. For the study, the questionnaire was developed by the authors and distributed to 350 employees of Korean fashion companies. A total of 315 questionnaires was collected and used for the final analysis. Data were analyzed by frequency analysis, reliability analysis, factor analysis, independent sample T-test, ANOVA and Tukey's test, using the SPSS 18.0 Package Program. First, men showed higher scores in job satisfaction and organizational commitment, and lower score in intent to leave their jobs than women. Second, those who were in their fifties or older had higher job satisfaction and organizational commitment and lower intent to leave their job than those who were in their twenties. Third, those who work in the sales department or merchandising department had higher job satisfaction and organizational commitment and lower intent to leave their job than designers. Fourth, managers and executives had higher job satisfaction and organizational commitment and lower intent to leave their job than lower position employees. Fifth, those with 15 years or longer job experience had higher job satisfaction and organizational commitment and lower intent to leave their job than those with less than three years. Finally, those who had a monthly income of three million won or more had higher job satisfaction and organizational commitment and lower intent to leave their job than those who had a monthly income of less than one million won.

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Differences in Job satisfaction, Organizational Commitment, and Intent to Leave the Job among the Employee Groups of Korean Fashion Companies according to the Degree of Participation in Sports Activities (국내 패션기업 종사자들의 스포츠 활동참여에 따른 집단 간 직무만족, 조직몰입, 이직의도의 차이에 대한 연구)

  • Choi, So-Ra;Chung, Sung Jee;Kim, Na-Mi;Kim, Tae-Eun;Ahn, Si-Hyun;Lee, Min-Ji;Chang, Mi-Soon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.1
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    • pp.23-34
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    • 2016
  • The purpose of the study was to investigate differences in job satisfaction, organizational commitment, and intent to leave the job among the employee groups of korea fashion companies according to the degree of participation in sports activities. For the study, the questionnaire was developed by the authors and distributed to 350 employees of Korean fashion companies. A total of 300 questionnaires was collected and used for the final analysis. Data were analyzed by frequency analysis, reliability analysis, factor analysis, independent sample T-test, ANOVA and Tukey's test, using the SPSS 18.0 Package Program. The findings were as follows. The fashion industry professional group which had spent longer period and hours, and more days in sports activities tended to have higher job satisfaction and organizational commitment and lower intent to leave their job.

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The Effects of Fashion Companies' Organizational Types on Job Satisfaction and Organization Commitment of Fashion Designer (패션기업의 조직유형이 디자이너의 직무만족 및 조직몰입에 미치는 영향)

  • Shin, Jung-Sook;Soh, Hwang-Oak
    • Journal of the Korea Fashion and Costume Design Association
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    • v.17 no.3
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    • pp.115-133
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    • 2015
  • This study analyzed the effects of fashion companies' organizational types on job satisfaction and organization commitment of fashion designer. As well as this study analyzed the differences the organizational types, job satisfaction and organization commitment by the gender and age of fashion designer. A survey was conducted from January 5 to 30 in 2015, among fashion companies' designer of Seoul metropolitan area. And 238 responses were used in the data analysis. As a result, fashion companies' organizational types was composed of five factors(coordinating leader organization, group creative organization, external innovators' collaborative organization, bureaucratic hierarchy organization, integrative thinking leader organization). Job satisfaction of fashion designer was composed of three factors(work satisfaction, employment satisfaction, relationship satisfaction), and organization commitment was composed of two factors(affective commitment, calculative commitment). The coordinating leader organization and integrative thinking leader organization positively influenced the work satisfaction, but the bureaucratic hierarchy organization negatively influenced the work satisfaction. The coordinating leader organization and group creative organization positively influenced the employment and relationship satisfaction. The group creative organization and external innovators' collaborative organization positively influenced the affective and calculative commitment, but the bureaucratic hierarchy organization negatively influenced the affective commitment. In addition, there were significant differences in the coordinating leader organization, integrative thinking leader organization, employment and relationship satisfaction by the gender. And there were significant differences in the group creative organization, bureaucratic hierarchy organization, affective and calculative commitment by the age.

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Educaction program development applying capstone design for convergence talent development in the fashion field (패션분야 융합인재 육성을 위한 캡스톤 디자인 교육프로그램 학습 모형 개발 - NCS 패션분야 중심으로 -)

  • Kim, Shin Woo;Kim, Young In
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.4
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    • pp.195-211
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    • 2019
  • In this paper, Capstone Design Education Program Learning Model was developed and recommended in order to foster convergent talents armed with practical competences and real cooperative capabilities. In this era of convergence and creativity, the fashion world needs human resources with cooperative skills and true professional abilities. A case analysis, an in-depth interview, and 1,2 test method were used for data acquisition and analysis. The summary of this study is described below. First, this program needs to complement the NCS fashion design learning module. Second, material changes to creativity and practical competencies - knowledge, skills, and attitudes - of the students are assessed after applying Capstone Design to the NCS fashion design learning model. Third, the process of converging fashion curriculum with IT and electronic technology, developing a fashion design learning program, and applying the Capstone Design was tested to prove the effectiveness of convergent fashion design education. Among the changes observed between the trial and control groups, it was confirmed that sub-factors of creative personality, i.e. self-assurance and openness, were increased along with knowledge, core competences including communication capability, and self-directed learning capability. The greatest improvement on the technological side was observed in IT literacy while ability to respond to changes was also increased. Besides, effects were demonstrated in behavioral factors such as initiative, spirit of challenge, experience, and openness. Lastly, the Capstone Design Education Program Learning Model was proposed in order to foster convergent talents in the fashion world.

A Plan to Improve Storytelling through the Intermediary Potentials between Media in Game Designs (게임디자인의 미디어 간 매개 잠재력을 통한 스토리텔링 개선 방안)

  • Noh, In-Shik
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.35-42
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    • 2009
  • Analyzing the aspects of pattern in MMORPG that has been leading our domestic game industry to the climax, our game industry might be thought to orient the space narrative storytelling method containing the leading life in the virtual sociality to the nature of society. It is essential to have the convergence and linkage between media in describing the lifestyle in the virtual society, which should be operated in a very flexible manner. It is, however, true that we are lacking of the quantification of designing process until now, although the designing process should have the vivid academic functions between media in advance. In addition, the designing crossing over the MMORPG genre along with the game patterns in the MMORPG genre has close correlations with the spectrum of crises emerging recently in our domestic online game industry. In other words, this essay aims at raising an issue that the selective method to the lifestyle in the virtual society being settled down as characteristics inherent to the methods of our domestic online games might deliver the improving effects through the establishment of game designing jobs and compliant plans.

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