• Title/Summary/Keyword: Direct use

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Improve the Quality of Public Medical Centers for the Static, Dynamic Efficiency Analysis (공공의료기관의 품질향상을 위한 정태적.동태적 분석)

  • Moon, Jae-Young;Kim, Yong-Tea
    • Journal of Korean Society for Quality Management
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    • v.38 no.3
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    • pp.393-407
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    • 2010
  • The purpose of this study is to analysis relative efficiency and efficiency in process of time. Thus we use panel data of 34 local public medical centers between 2003 and 2005 to use DEA and Malmquist analysis. The result of our this study is as flow; first, The results of static efficiency of 34 local public medical centers show 10 CCR model and 23 BCC model which is difference of efficiency by economic of scale. Second, a cause of increased efficiency is not only change of technology but also change of efficiency to management system index show between 2003 and 2005 by Malmquist analysis and contracting-out is higher than direct management between 2004 and 2005. That means efficiency of local public medical centers is their own effort and innovation not government subsidies.

Practical use of LiDAR data for Environment-friendly Road Design (친환경 도로 설계를 위한 항공레이저측량 데이터의 활용)

  • Lee, Hyun-Jik;Park, Eun-Gwan;Ru, Ji-Ho
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.26 no.3
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    • pp.255-262
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    • 2008
  • Value of natural environment and the importance of conservation are augmented gradually, and collision of environment conservation and development are caused in various construction industries. In this study, Presented practical use way to ecological road design using vegetation information and high precision 3-dimensional geo-spatial data for minimizing pollution. Also, analyzed freezing danger of road surface in winter and direct ray of light danger through simulation of completed road and surrounding environment. And presented road design support way through view analysis.

The Development of Experience Education Program for Elementary Upper Grades using Local Environmental Resources of Jeju Island (제주도의 지역 환경 자원을 활용한 초등학교 고학년용 체험교육 프로그램 개발)

  • Kang, Kyung-Hee
    • Hwankyungkyoyuk
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    • v.22 no.3
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    • pp.72-82
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    • 2009
  • The purpose of this study was to develope experience-education program for elementary students which use environmental resources and learning sources of Jeju island. This study designed developing framework of environmental education program for using local resources and developed experience-education program on the basis of it. Especially this program consisted of direct experience, indirect experience, and local community learning. This program consisted of five activities -'Jeju's water', 'Mecca of wind power', 'Rushing jellyfish', 'Ramsar wetland', and 'Searching the fossil'. Each activity themes was to use environmental resources of Jeju island. And this program had relationship with science, social studies, and ethics in the curriculum. The result of this study will serve to activate environmental education program for using local resources if we solve program's problem through application process.

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Mothers′Teaching strategies and Children′s Responses According to SES and Children′s Sex (사회경제적 지위 및 유아의 성에 따른 어머니의 교수전략과 유아의 반응)

  • 최정아;김희진
    • Journal of the Korean Home Economics Association
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    • v.40 no.4
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    • pp.153-165
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    • 2002
  • The purpose of this study was to examine the effect of socioeconomic status and the children's sex on mothers'teaching strategies and their children's responses during a cooperative problem-solving task. The subjects were 15 higher SES mothers and their 5-years-old children dyads. The mothers' teaching strategies and their children's responses were videotaped during a cooperative problem solving task and analyze using a scheme developed by Kermani and Brenner. The results of this study were as follows. First, the mothers with higher SES were more likely to promote 'independence' and less likely to 'verbal prompt'direct performance' than the mothers with lower SES. Second, the children from higher SES families were more likely to refuse their mothers' assistance. Third, the mothers of boys were more likely to use the 'direct teaching'and 'modify'strategies and less likely to use 'independence promoting'strategy than the mothers of girls. Finally, girls were more likely than boys to ask questions for assistance or assurance.

Direct Simulation of Edge Tones by the Finite Difference Lattice Boltzmann Method (차분격자볼츠만법에 의한 Edge음의 직접계산)

  • Kang, Ho-Keun;Kim, Yu-Taek;Lee, Young-Ho
    • 유체기계공업학회:학술대회논문집
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    • 2003.12a
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    • pp.671-677
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    • 2003
  • Two-dimensional direct numerical simulation of the edge-tones by the finite difference lattice Boltzmann method (FDLBM) is presented. We use a new lattice BGK compressible fluid model that has an additional term and allow larger time increment comparing the conventional FDLBM, and also use a boundary fitted coordinates. We have succeeded in capturing very small pressure fluctuations result from periodically oscillation of jet around the edge. That pressure fluctuations propagate with the sound speed. It is clarified that the sound wave generated in rather wide region and individual vortices do not affect the sound wave propagation.

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SSFP Interferometry (SSFPI) Technique Applied to functional MRI - A Fast and Direct Measurement of Magnetic Susceptibility Effect (SSFPI 기법을 이용한 MR 뇌기능 영상 -고 속의 자화율 효과의 직접적인 측정)

  • 정준영
    • Journal of Biomedical Engineering Research
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    • v.17 no.4
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    • pp.525-534
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    • 1996
  • We have developed a fast steady state free precession interferometry (SSFPI) technique which is useful for the fMRl (functional Magnetic Resonance Imaging). As is known, SSFP sequence with a suitable adjustment of Vadient (readeut) allows us to measure precession angle 6 which in tw relates to the field inhomogeneity. Combining the two pulses (known as FID and Echo) in FADE (Fast Acquisition Double Echo) sequence, for example, one can obtain the interference term which is directly related to the precession angle It has been known that a fast high resolution magnetic field mapping is possible by use of the modified FADE sequence or SSFPI, and we have attempted to use the SSFPI technique for the susceptibility-induced fMRl. When the method is applied to the susceptibility effect based functional magnetic resonance imaging (fMRl), it was found that the direct susceptibility effect measurement was possible without perturbations such as the backgrounds and inflow effect. In this paper, simulation results and experimental results obtained with 2.0 Tesla MRI system are presented.

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Moderating Effects of Personal Innovativeness on the Relationship between Perceived Usefulness, Subjective Norm and Intention to Use Mobile Internet (인지된 유용성과 주관적 규범이 모바일인터넷 사용 의도에 미치는 영향에 있어 개인 혁신성향의 조절효과에 대한 연구)

  • Shin, Hyun-Sik
    • The Journal of Information Systems
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    • v.19 no.3
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    • pp.209-236
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    • 2010
  • Recently, utilization of mobile Internet services is rapidly increasing. To properly accelerate the vitalization of mobile Internet usage, we have to know exactly about the factors affecting potential users' value recognition and intention to use. Technology acceptance model (TAM) is one of the most powerful reference framework for the individual user's adoption of IT innovations. This research borrowed core concept of TAM, and tried to explain users' intention to use mobile Internet by understanding the direct and indirect effects of subjective norm and perceived usefulness. To increase the explanatory power of the model, this paper introduced personal innovativeness as a key moderator variable. The research findings include; i) subjective norm has strong positive influence on perceived usefulness and intention to use, ii) perceived usefulness has positive influence on intention to use, iii) the influence of subject norm is greater than that of perceived usefulness, iv) positive influence of subjective norm on the perceived usefulness and intention to use are significantly stronger in the case of low personal innovativeness sub-group than the case of high personal innovativeness sub-group, and v) high personal innovativeness sub-group have shown strongly positive influence of perceived usefulness on the intention to use while there is no such significant relationship in the case of low personal innovativeness sub-group. Based on these findings, this paper proposed several guidelines to increase the adoption and the usage of mobile Internet; i) word-of-mouth is extremely important, ii) to form a good word-of-mouth, it will be very important to make early adopters and heavy users have positive direct experiences of using mobile Internet.

An Empirical Analysis of Influential Factors for Widget Interface : Extended TAM Including Attributes (Widget 인터페이스 영향요인 분석 : 속성을 고려한 확장된 기술수용모형)

  • Han, Mi-Ran;Lee, Sung-Joo;Park, Peom
    • Journal of Korea Society of Industrial Information Systems
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    • v.15 no.2
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    • pp.127-137
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    • 2010
  • A Widget platform is acknowledged to be a next generation intelligent platform that is well suited to Web 2.0 and mobile convergence environments. With prospects of growth, examining users' perceptions of current widgets can be a valuable source of information in setting directions for Widget's future development. This study identifies user interface factors that affect widget usability and investigates a strategic approach to promoting the use of widgets by analyzing user's "intention to use" in connection with the identified interface factors. The experimental results show the consistency, intuition, minimal action, and personalization have a positive(+) effect on perceived ease of use and that personalization and design have a causal effect on perceived enjoyment. Inaddition, perceived ease of use has an influence on perceived enjoyment that, inturn, has a direct influence on intention to use. On the other hand, the hypothesis that perceived ease of use has a direct effect on intention to use was rejected.

Gender and Age Differences in Triple Media Usage Related to Outdoor Apparel Purchases

  • Yoon, Jae-ik;Kim, Hanna
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.5
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    • pp.683-694
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    • 2015
  • This study defines the concept of triple media and examines various marketing media that influence a consumer's purchase of outdoor fashion brands. We explore the effects of gender and age on information searches related to outdoor fashion brands and purchase criteria related to outdoor clothing. A survey of consumers who visited stores was conducted. We targeted consumers between the ages of 15 and 50 and analyzed 764 questionnaires. The results show that triple media involve eight factors: five factors (printed ads or radio ads, campaign ads, Internet ads, TV ads, and store ads) in paid media, one factor (direct marketing) in owned media, and two factors (channels of social network services, channels of direct promotion) in earned media. Further, the evaluation/appraisal criteria of outdoor clothing consist of four attributes (practicality, promotional activities, product power, and customer service). The teenager group showed significantly low usage of campaign ads, direct marketing, and direct promotion, while the use of Internet ads is particularly high among teenagers compared to other age groups. Moreover, teenagers are least likely to rely on practicality when evaluating clothing and are most likely to value product power. Additionally, women show significantly high usage of direct marketing. In terms of the clothing appraisal criteria, women assign higher value to practicality and promotional factors than men. The theoretical and managerial implications of the findings are discussed.

The Creational Patterns Application to the Game Design Using the DirectX (DirectX를 이용한 게임 설계에서의 생성 패턴 적용 기법)

  • Kim, Jong-Soo;Kim, Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.8 no.4
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    • pp.536-543
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    • 2005
  • 3D online game, with its striking realistic value, is leading the entire Korean game market which has various game genres. Technology sharing is very hard within the Korean game industry. That is because 1)there are few professionals, 2)most of the companies are small-scaled, and 3)there are security reasons. Therefore, it should be significant if we have software design techniques which make it possible to reuse the existing code when developing a network game so that we could save a lot of efforts. In this paper, the author analyzes the demand through the case in the client's design of the network game based on DirectX and proposes the effective software design methods for reusable code based on the creative patterns application in the GoF in the class design.

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