• Title/Summary/Keyword: 활동기반

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멀티 인터페이스 기반 무선 메쉬 네트워킹 기술 연구 동향

  • Lee, Seong-Hui;Kim, Min-Su;Go, Yeong-Bae
    • Information and Communications Magazine
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    • v.24 no.5
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    • pp.37-46
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    • 2007
  • 무선 메쉬 네트워크(Wireless Mesh Network)는 무선으로 연결된 메쉬 라우터(Mesh Router)들 간에 멀티 홉 통신을 통해 다수의 사용자 단말에게 인터넷 접속 등의 서비스를 제공해줄 수 있는 망 기술로써, 네트워크 확장과 유지, 보수가 쉬운 장점이 있다. 무선 메쉬 네트워크를 통해 보다 많은 사용자와 트래픽을 처리하기 위해서는 네트워크의 용량(Capacity) 및 처리량(Throughput)을 높이는 것이 중요하며, 이를 위해 다수의 통신 인터페이스를 하나의 단말에 장비하는 멀티 인터페이스 기술이 각광받고 있다. 본 논문에서는 무선 메쉬 네트워크의 표준화 동향을 소개하고 멀티 인터페이스 기반 메쉬 네트워크 연구 활동 및 테스트 베드 구축 활동에 관해 요약한다.

The Design of Rescreening System for Social Network (소셜 네트워크 재검색 시스템의 설계)

  • Sim, Gyu Ri;Kim, Dong Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.139-140
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    • 2022
  • 최근 소셜 네트워크 서비스 시장이 급속히 성장함에 따라 SNS 사용자 또한 지속적으로 증가하고 있다. 그러나, 광고성 게시물도 함께 증가함에 따라 해시태그 기반 검색의 정확도가 감소하는 문제점을 가지고 있다. 본 연구에서는 SNS 검색 활동의 정확도와 효율성을 개선하기 위하여 SNS 해시태그 기반 재검색 시스템을 제안한다. 제안 시스템을 적용하면 SNS 사용자의 검색 활동의 정확도와 효율성이 증가할 것으로 기대된다.

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PI(Process Innovation)와 Six sigma연계 전략

  • 김영곤
    • Proceedings of the Korean Society for Quality Management Conference
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    • 2004.04a
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    • pp.160-165
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    • 2004
  • 최근 각 기업에는 6시그마, PI등 여러 가지 혁신 활동이 차별화 되지 않고 도입되는 경향이 있으며, 기업 내부에서도 바람직한 혁신활동 연계방안에 대해서 많은 고민을 하고 있는 실 정 임. 따라서 이러한 혁신활동을 잘 이해하고 통합할 수 있는 방안이 필요 할 것이며, 여기에서는 이것들을 연계한 경영 전략을 제시하고자 한다. 6시그마와 PI의 특징을 살펴보면, 비즈니스 리엔지니어링은 급격하게 변화하는 프로세스의 구성을 의미하는 것으로 볼 수 있으나 PI는 보다 포괄적인 개념이다. 즉, 새로운 작업전략(Work Strategy)의 비전설정과 실질적인 프로세스 디자인 활동을 포함한다. 또한 기술적 차원, 인간적 차원, 조직적 차원등 다차원적 변화의 추진과 실행을 의미한다. 반면에 6시그마는 고객의 요구(Customer Requirement)를 명확히 이해하고 이에 대응하는 기업의 모든 활동을 Top Down시각에서 합리적인 전사 표준을 통해 측정, 평가 후 도출되는 문제점 및 개선 사항에 대해 개선 프로세스에 따라 TFT(Task Force Team) 활동을 지속적으로 전개함으로써 총체적 고객만족을 구현하는데 궁극적인 목적을 둔다. 이러한 경영혁신 활동은 구성원의 참여를 기반으로 하며, 이에 대한 권한 위임과 더불어 지속적인 지원을 바탕으로 제품 및 서비스에 영향을 미치는 모든 부문에 걸쳐 영역 제한 없이 실시하는 것을 의미한다. 따라서 6시그마는 결코 PI를 대체할 수 없으며 상호 보완적 관계로 연계시켜 추진하는 것이 바람직하다.

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2-Level Business Process Family Model for RFID-enabled Applications (RFID 애플리케이션을 위한 2-레벨 비즈니스 프로세스 패밀리 모델)

  • Moon, Mikyeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.422-425
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    • 2009
  • RFID (Radio Frequency IDentificaiton)는 태그, 레이블, 카드 등에 저장된 데이터를 무선 주파수를 이용하여 리더에서 자동 인식하는 기술이다. RFID 애플리케이션은 RFID 태그의 실시간 정보를 기반으로 하는 업무 프로세스를 의미하는 것으로, RFID 정보를 이용하기 위해서는 기존의 비즈니스 프로세스가 변형되어져야 한다. RFID 미들웨어로부터 발생하는 저수준의 RFID 이벤트를 다양한 정보 서버들을 참조하여 고수준의 이벤트로 변환시키기 위한 일련의 활동(activity)들을 대부분의 RFID 애플리케이션에서 공통으로 수행하기 때문에 이러한 활동들을 재사용 될 수 있는 핵심자산으로 만들어놓을 필요가 있다. 본 논문에서는 다양한 유형의 RFID 애플리케이션에 재사용될 수 있는 RFID 관련 활동들을 RFID 제네릭 (generic) 활동으로 구분하고 이를 이용하여 2-레벨의 비즈니스 프로세스 패밀리 모델 (Business Process Family Model: BPFM)을 구축하는 방법을 제시한다. 상위 레벨의 RFID 제네릭 액티비티들은 두번에 걸쳐 가변치가 결정될 수 있는 가변점을 가지게 된다. 하위 레벨을 구성하는 도메인 활동들은 그 자체의 가변속성 뿐만 아니라 활동의 흐름에서 나타나는 다양한 형태의 가변요소들을 표현하게 된다. 이러한 2-레벨 BPFM을 이용함으로써 RFID 시스템 도입 시 처리해야 하는 활동들의 개발 양을 현저히 줄일 수 있다.

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Analysis of Flow and Emotional Experience of College Student Among Type of Occupational Balance Using Experience Sampling Methods Based on Smart Phone (스마트폰 기반 경험표집법을 통해 수집된 작업균형유형에 따른 대학생의 몰입과 정서경험 분석)

  • Hong, Seung-Pyo;Yoo, Yeon-Hwan;Kwo, Jae-Sung
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.227-235
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    • 2015
  • The aim of this study was to identify the type of occupational balance of college students and analyze the differences between positive or negative emotions according to degree of flow. The Experience Sampling Methods (ESM) were conducted for 12 college students using smart phones. As a result, in activities of daily living group, apathy showed the highest percentage (34%) and in over work group, flow showed the highest percentage (41%). In occupational balance group, frequency of labor and leisure activities was high but boredom was experience a lot in leisure activities. When the students experienced flow in main activities, mean score of positive emotions showed the highest value. Through this study, we identified the differences of flow experience in occupational performance based on type of occupational balance and confirmed improvement of positive emotions in activities experienced flow.

Metaverse-Based Personalized Cognitive Activity Support System for Seniors (메타버스 기반 시니어 맞춤형 인지 활동 지원 시스템)

  • Soo-Kyung Moon;Yeon-Jae Oh
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1363-1370
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    • 2023
  • Globally, the elderly population is increasing, making the primary concern of modern society the healthy aging and welfare and medical facilities for the elderly. However, many seniors experience cognitive decline due to aging, making cognitive activities crucial for them. In this context, a study has developed a cognitive activity support system for the elderly using the metaverse. To achieve this, the characteristics and needs of the elderly were analyzed to design an interface in the metaverse that they can easily use. Additionally, the type and difficulty of cognitive activities were adjusted to engage seniors in a captivating manner. Experimental results showed that the proposed system effectively enhances the cognitive abilities of the elderly. Thus, the personalized metaverse-based cognitive activity support system proposed in this study can be a valuable tool for improving the cognitive abilities of the elderly.

The Effect of Supporting Activities for Win-win Partnership Between Franchisees and Franchisers on Re-contract Intention and Management Performance through Dynamic Trust (프랜차이즈 가맹본부와 가맹사업자간 상생을 위한 지원활동이 동적신뢰를 통해 경영성과 및 재계약의도에 미치는 영향)

  • Lee, Myung Jin;Lee, Sang Won
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.4
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    • pp.245-261
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    • 2020
  • The aim of this study is to investigate the correlation between the support activities provided by the franchiser and how they affect the intention of the contract renewal and business performances made by franchisees, developing dynamic trust between these transactional partners. Various supportive activities between franchiser and franchisees were divided into financial and non-financial activities and dynamic trust into Transitional-based trust, Calculative-based trust, Relational-based trust, and Balanced-based trust. These trust types, which are variable and adjustable based on the opportunistic behaviors of business parties, were applied to define the impact of the support activities on the contract renewal intention and the performances. This study was developed around domestic franchisees. An investigator visited business owners and manager level-employees, explained the purpose of the survey prior to the response, and the answers were directly written by hands. A total of 348 copies were used for the analysis. As the results of the analysis, first, financial support activities were found to have a positive(+) effect on transitional-based trust, calculative-based trust, and balanced-based trust. On the other hand, non-financial support activities were found to have a positive(+) effect on calculative-based trust, relational-based trust, and balanced-based trust, and there was no significant relationship on transitional-based trust. Second, the dynamic trust had a statistically significant positive(+) effect on inducing the contract renewal. Lastly, in the relationship between the dynamic trust and its impact on business performances, only transitional-based trust, and relational-based trust were found to have a positive(+) effect on the financial performances. In addition, relational-based trust showed a meaningful positive(+) relationship on the non-financial performances, and non-financial performace showed a meaningful positive(+) relationship on the re-contract intention. From the results, it can be concluded that the financial and non-financial activities for a win-win partnership between franchiser and franchisees are essential in not only forming dynamic trust but also boosting business performances as well as maintaining the business relationship. Thus, it suggests that building a win-win partnership can be promoted more efficiently by specifying activities best suitable for a particular relationship. In addition, a specific set of activities could be presented for establishing the level of trust that is formed in situations that vary depending on transaction risks and interdependency arising from having the transactional relationship based on the contract as the franchise industry features. Eventually, it is expected that this study can provide a way to promote the qualitative improvement of the franchise industry by identifying factors essential to establishing a sustainable win-win system and relationships that can improve the business performance of franchisees.

The Effects of Flash Panorama-based Virtual Field Trips on Middle School Students' Spatial Visualization Ability, Conceptual Understanding, and Perceptions (플래시 파노라마 기반 가상야외답사의 활용이 중학생의 공간 시각화 능력, 개념 이해와 인식에 미치는 영향)

  • Lee, Ki-Young
    • Journal of the Korean earth science society
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    • v.34 no.2
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    • pp.162-172
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    • 2013
  • The purpose of this study is to investigate the effects of flash panorama-based virtual field trips (VFT) as a supporting tool for geological field activity on middle school students' spatial visualization ability, conceptual understanding, and perceptions. A total of 17 middle school students participated in a three day long actual geological field trip around Jeju Island where a three-phase instructional model is applied for utilization of flash panorama-based VFT, which was proposed by Kim and Lee (2011). With one-group pretest-posttest pre-experimental design, data were collected using questionnaire and were analyzed to find out a change in students' spatial visualization ability and volcanic concept understanding, and their perceptions about the utilization of flash panorama-based VFT. Findings are as follows: First, the effect of utilizing flash panorama-based VFT in actual field trip revealed that there was meaningful increase in 'spatial relation' category of spatial visualization ability and 'knowledge' and 'comprehension' domains of volcanic concept understanding. Second, majority of students showed positive gain index in both spatial visualization ability and volcanic concept understanding. Lastly, participating students showed much interest and high satisfaction, and positive perception on the use of VFT. They also perceived that the utilization of flash panorama-based VFT could help in carrying out an actual field trip in terms of cognitive and geographical factors.

Development of personality education program for university students - Focusing on animation (대학생의 인성교육 프로그램 개발 - 애니메이션을 중심으로)

  • Kim, Seong-Won;Youn, Jeong-Jin
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.8
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    • pp.541-550
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    • 2017
  • The purpose of this study is to develop a personality education program for university students based on animation. The selection of the animation media to be used in the character education program to cultivate the eight core value virtues, eg, efficacy, honesty, responsibility, respect, consideration, communication and cooperation, Based on the eight elements of self - identity of college students, such as job, religion, politics, philosophical lifestyle, friendship, heterosexuality, gender roles and leisure activities. The process of developing personality education program model and activity based on animation of this college student is as follows. The necessity of developing personality education program for college students, Setting basic direction of character education program based on animation, Selection of animation media, Development of personality education program model based on animation, Development of personality education program activity based on animation of self identification, And finalization of personality education program based on final animation. In this study, a total of 16 characters were developed according to the sub - factors of self - identity in the personality education program of university students based on animation.

The Development of the Web-Based Project Learning System Focusing on the Learner (학습자 중심의 웹 기반 프로젝트 학습 시스템 개발)

  • Lm, Byung-Min;Kim, Hyun-Bae
    • Journal of The Korean Association of Information Education
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    • v.6 no.2
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    • pp.131-140
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    • 2002
  • In this study, we will explain the concept of an organized and collective web based project learning system and suggest a basic structure concentrating on the learners. The web-based project learning system enables learners to use the diverse information on the internet any where, any time. Also the project system aims to go beyond classroom education and achieve learner-focused education with a project based on the students' tastes.

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