• Title/Summary/Keyword: Human communication

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A Study on the Impact of Incubating Services Between BI Centers and the Firms in the BI (창업보육센터와 입주업체의 비교를 통한 창업보육센터의 효과적 운영전략에 대한 연구)

  • Oh, Chang-Gyu;Chang, Hwal-Sik
    • The Journal of Information Systems
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    • v.16 no.4
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    • pp.269-286
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    • 2007
  • Business Incubators(BI) guide starting-up firms through their growth process and as such constitute a strong instrument to promote innovation and entrepreneurship. This study classified the incubating services into communication, physical facilities, human resources, marketing, financial, legal, technology, and networking services. The research problem was tested with data from 103 BI centers and 561 starting-up firms in BI. The results from the survey are as follows: First, incubating services to important for the BI's performance are networking, communication, human resources, physical facilities, and marketing services. Second, the incubating services to satisfy on the firms in the BI are financial, human resources, marketing, communication, networking, and physical facilities services. Third, there are the differences between BI center and the firms in the BI by each incubating service except communication service. Finally, the results of MSEM(Multi-group Structured Equation Modeling) indicate the communication and networking services are more strongly affected to the performance at the BI centers. Vice versa, the marketing and financial services are more strongly affected to the satisfaction at the firms in the BI centers. Starting-up firms in business incubators showed strong desire to receive better support in such fields as marketing and financial services. BI needs to recognize such demand and provide improved services in such areas. Starting-up firms did not recognize the utility and importance of services in networking with other firms and supporting human resources. BI needs to promote services in such areas. Concerning communication services and physical facility support service, both BI and starting-up firms showed satisfactory levels of services.

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The effect of communication quality on team performance in digital main control room operations

  • Kim, HyungJun;Kim, Seunghwan;Park, Jinkyun;Lee, Eun-Chan;Lee, Seung Jun
    • Nuclear Engineering and Technology
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    • v.52 no.6
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    • pp.1180-1187
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    • 2020
  • A team of operators is required for nuclear power plant operation, and communication between the operators is an important aspect of the team's ability to successfully carry out tasks. It has been difficult to evaluate the quality of this communication though, and as the relationship between communication quality and team performance has yet to be clarified, it has not been applied to most human reliability analysis (HRA) methodologies. This study investigates the relationship between the quality of communication and team performance using data from a full-scope training simulator of a digital main control room (MCR). Two important characteristics of communication were considered to determine quality: each operator's ability to self-confirm the status of a given task in a digital MCR, and the type of communication, as divided into 1-way, 2-way, and 3-way between operators. To measure team performance, the concept of an unsafe act was employed, which is defined as a human error that has the potential to negatively affect plant safety. Analysis results showed that the communication quality and team performance were related to each other. With this more clearly defined relationship, the results of this study can be applied to related performance shaping factors to improve HRA.

Communication and Implications of the Untact Era through Hanji Works - Focusing on Moon-jung's Art - (한지 작품을 통한 언택트 시대의 소통과 함의 - 본인의 작품을 중심으로)

  • Kim, Moon-Jung
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.47-57
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    • 2021
  • The purpose of this study is to find out what the implications for communication in the Untacted era are through interpretation of works created by researchers for communication and relationship using traditional Hanji materials as a new communication method to cope with the situation of Corona 19. This work uses an in-depth interpretation of the motivations, intentions, and meanings of researchers who are challenged with their experience, knowledge, and intuitive insights. The works and interpretations that were originally exhibited for the purpose of human relations and communication using Hanji materials representing traditional Korean beauty are as follows. First, creative activities that utilize traditional materials for human relations and communication through overcoming the limitations of the untact era, such as Corona 19, are helpful for mutual understanding and finding meaning. Second, the use of traditional materials for the formation of relationships and communication between people in the same ethnicity, language, and space can be a medium for forming a common perception. The findings will provide motivation for the use and expansion of human relationships and communication in disaster situations as basic data.

Effective Model and Methods for Analysing Human Factors in Software Design for Efficient User Experience

  • Abduljalil, Sami;Kang, Dae-Ki
    • Journal of information and communication convergence engineering
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    • v.9 no.1
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    • pp.100-104
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    • 2011
  • In software system development, an application interface is the main communication platform between human developers and applications. Interaction in any software application requires human's mental and physical activities. Although software systems have increased drastically in diverse sectors and many forms to quench human's needs and satisfactions, human always concern about the ease in usability of the software application so that it can be easily understood and navigated. Since many software developers still focus on the quantity of contents instead of the quality of the interface from the user's point of view, it is important to address human factors need in the early stage of the design and to continue addressing them during the entire stages of the software design for the persistent support of usability. In this paper, we propose the Modified Prototype Model (MPM), which helps the software designers and developers to design user-friendly software systems with easy-to-navigate interfaces by uncovering human factors in a convenient way. Moreover, we propose methods that assist to identify more human factors regarding software design. In this paper, we also study the implications of the proposed model and the proposed methods.

A Study on the Recognition of Athletes toward Human Rights Violations in Korea

  • KWON, Yeon Taek;KWON, Ki Hyun;SEO, Won Jae
    • Journal of Sport and Applied Science
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    • v.5 no.2
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    • pp.31-38
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    • 2021
  • Purpose: A new form of sports human rights platform is needed for policy-related officials, athletes, leaders, and parents to easily share information on sports human rights and to promote communication between the sports community and the outside. Research design, data, and methodology: Participants were collected from athletes (n=3,007) who were registered in Korean Sport & Olympic Committee. Participants were asked to respond the survey items measuring their experiences of human right violations in sport. Descriptive analysis, t-test, and ANOVA were used to analyze data. Results: The platform should include information on prevention and safety of human rights violations during sports activities, procedures and methods for reporting damage, countermeasures, leader education programs, human rights protection guidelines, roles and supervision of sports organizations and institutions, and related statues. It can form a community as well as exchange information in the Internet space through the operation of bulletin boards by professional athletes, student athletes, parents, and leaders, and plays a role in crisis counseling or information provision. Given the reality that players can be blocked from the outside world, information communication channels on SNS can be a useful means of protecting and improving players' human rights. Conclusions: Therefore, it is necessary to provide a foundation for creating related platforms so that sports human rights sites or SNS can be operated voluntarily. Implications and future directions were discussed.

WAVELET-BASED DIGITAL WATERMARKING USING HUMAN VISUAL SYSTEM FOR COPYRIGHT PROTECTION

  • Sombun, Anuwat;Pinngern, Quen;Kimpan, Chom
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.800-803
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    • 2004
  • This paper presents a wavelet-based digital watermarking technique for still images. The digital watermarking considering human visual system (HVS) to increase the robustness and perceptual invisibility of digital watermark. The watermarking embedding is modified discrete wavelet transform (DWT) coefficients of the subbands of the images. The human visual system is number of factors that effect the noise sensitivity of human eyes that is considered to increase the robustness and perceptual invisibility of digital watermark. The watermark detection is blind watermark ( original image is not required ). Experimental results successful against attacks by image processing such as add noise, cropping, filtering, JPEG and JPEG2000 compression.

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Stereo vision based virtual reality game using position/orientation sensors and vibrotactile device (위치/방향 센서 및 진동촉각 장치를 이용한 입체 영상 기반 가상 현실 게임)

  • Yong, Ho-Joong;Back, Jong-Won;Jang, Tae-Jeong
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.88-93
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    • 2006
  • 대부분의 입체 영상물은 단지 화면을 입체로 보여주는 것만이 목적이다. 그러나 만약 입체 영상으로 표현된 가상 물체를 손가락을 뻗어 실제로 만져볼 수 있다면 현실감은 더욱 증가할 것이다. 본 연구에서는 입체영상 장치로 만든 가상 비누방울들을 실제 자기 손가락으로 터뜨리는 듯한 느낌을 가질 수 있도록 해주는 가상 현실 게임 시스템을 만들었다. 이 때 두 개의 위치/방향 센서를 이용하여 손가락 끝과 머리의 움직임을 추적하여 가상 공간과 현실 공간의 두 좌표계를 서로 일치시켜 볼 수 있도록 하였으며, 자체 제작한 진동촉각 장치를 이용하여 비누방울을 터뜨릴 때 손가락에 약한 진동 촉감을 제공하여 실제로 자신이 비누방울을 터뜨리는 듯한 느낌을 갖도록 하였다. 이러한 시도를 통해 입체영상 기술을 이용한 가상현실 게임에서의 진동촉각 장치의 활용 가능성을 확인하였다.

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Pin-Type Vibrotactile Display (핀형 진동촉각 출력장치)

  • Back, Jong-Won;Choi, Dai-Sung;Jang, Tae-Jeong
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.463-466
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    • 2006
  • 최근 전자기기에서 시각 및 청각과 함께 촉각 디스플레이가 정보를 출력하는 중요한 수단으로 부각되고 있다. 본 논문에서는 촉각 정보 출력을 위한 소형진동촉각(vibrotactile) 디스플레이 모듈을 개발하였다. 개발한 모듈은 주파수와 진폭을 독립적으로 조절할 수 있으며 핀이 직접 피부에 자극을 주기 때문에 몸체 전체가 떨리는 기존의 진동모터보다 정밀하고 다양한 촉각 표현을 할 수 있다. 또한 고전압을 이용하는 Piezo 방식과 달리 낮은 전력으로 동작이 가능하여 휴대장치에 직접 장착할 수 있는 장점을 가지고 있다.

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Analysis of the Human Performance and Communication Effects on the Operator Tasks of Military Robot Vehicles by Using Extended Petri Nets (확장된 페트리네트를 이용한 차량형 군사로봇의 운용자 성능 및 통신장애 영향분석)

  • Choi, Sang Yeong;Yang, Ji Hyeon
    • Korean Journal of Computational Design and Engineering
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    • v.22 no.2
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    • pp.162-171
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    • 2017
  • Unmanned military vehicles (UMVs) are most commonly characterized as dealing with dull, dirty, and dangerous tasks with automation. Although most of the UMVs are designed to a high degree of autonomy, the human operator will still intervene in the robot's operation, and teleoperate them to achieve his or her mission. Thus, operator capacity, together with robot autonomy and user interface, is one of the most important design factors in the research and development of the UMVs. Further, communication may affect the operator task performance. In this paper, we analyze the operator performance and the communication effects on the operator performance by using the extended Petri nets, called OTSim nets. The OTSim nets was designed by the authors, being extended using pure Petri nets.

A study on the Interactive Expression of Human Emotions in Typography

  • Lim, Sooyeon
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.122-130
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    • 2022
  • In modern times, text has become an image, and typography is a style that is a combination of image and text that can be easily encountered in everyday life. It is developing not only for the purpose of conveying meaningful communication, but also to bring joy and beauty to our lives as a medium with aesthetic format. This study shows through case analysis that typography is a tool for expressing human emotions, and investigates its characteristics that change along with the media. In particular, interactive communication tools and methods used by interactive typography to express viewers' emotions are described in detail. We created interactive typography using the inputted text, the selected music by the viewer and the viewer's movement. As a result of applying it to the exhibition, we could confirm that interactive typography can function as an effective communication medium that shows the utility of both the iconography of letter signs and the cognitive function when combined with the audience's intentional motion.