• Title/Summary/Keyword: Information Communication Technology Education

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Critical Success Factors of TQM Implementation in Vietnamese Supporting Industries

  • TRANG, Tran Van;DO, Quang Hung
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.7
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    • pp.391-401
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    • 2020
  • The objective of this study is to prioritize the Total Quality Management (TQM) factors based on fuzzy Analytical Hierarchy Process (AHP) method in Vietnamese supporting industries. Through an in-depth literature review, eight criteria were identified. These criteria were then divided into 32 sub-criteria. The fuzzy AHP is used to determine the percent weightings of eight categories of performance criteria that were identified via a review of the quality-management literature. These criteria include management commitment, role of the quality department, training and education, continuous improvement, quality policies, quality data and reporting, communication to improve quality, and customer satisfaction orientation. An empirical analysis of the criteria of each stage using the fuzzy AHP methodology and the expert opinion of quality management are used to evaluate the percent weightings of the criteria and sub-criteria that are synonymous with TQM implementation. The results showed that management commitment is the most critical factor; among sub-criteria, supports and responsibilities of top management is the most important. The study also identified the rank order of critical success factors of TQM. The findings suggest a generic hierarchy model for organizations to prioritize the critical factors and formulate strategies for implementing TQM in supporting industries, as well as other industries in Vietnam.

Improvement of Quality Evaluation of Educational On-line Game Software (교육용 온라인 게임 소프트웨어의 품질평가 개선)

  • Myung Won-Shig;Han Jun-Tak
    • The Journal of the Korea Contents Association
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    • v.6 no.5
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    • pp.104-112
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    • 2006
  • Game industry developed much from fast development of an information communication technology and an internet technology. Game industry is getting attention by high value-added industry in 21th century And genre of various game appeared. On-line game is taking charge of important role of latest IT industry Now, game software market for education is expanded, but a lot of side effects exist because of wrong game software. In this paper, we investigate existent researches about quality evaluation of on-line game's qualitative improvement. Also, we present improving quality evaluation constituent additionally.

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Gesture based Natural User Interface for e-Training

  • Lim, C.J.;Lee, Nam-Hee;Jeong, Yun-Guen;Heo, Seung-Il
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.577-583
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    • 2012
  • Objective: This paper describes the process and results related to the development of gesture recognition-based natural user interface(NUI) for vehicle maintenance e-Training system. Background: E-Training refers to education training that acquires and improves the necessary capabilities to perform tasks by using information and communication technology(simulation, 3D virtual reality, and augmented reality), device(PC, tablet, smartphone, and HMD), and environment(wired/wireless internet and cloud computing). Method: Palm movement from depth camera is used as a pointing device, where finger movement is extracted by using OpenCV library as a selection protocol. Results: The proposed NUI allows trainees to control objects, such as cars and engines, on a large screen through gesture recognition. In addition, it includes the learning environment to understand the procedure of either assemble or disassemble certain parts. Conclusion: Future works are related to the implementation of gesture recognition technology for a multiple number of trainees. Application: The results of this interface can be applied not only in e-Training system, but also in other systems, such as digital signage, tangible game, controlling 3D contents, etc.

Context-Awareness Technology for Location Based-Service for Ubiquitous Learning (U-Learning을 위한 위치 기반 서비스로서의 상황 인식 기술)

  • Kim, Hye-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.11
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    • pp.4869-4874
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    • 2011
  • In this paper, we defined constructivism and ontology theory and associate it in Location Based Service ubiquitous learning. And this paper aims to provide a clear vision about location based service (LBS) ubiquitous learning. The typical ubiquitous learning involving the Context Aware Intelligent system was presented. Also the Architecture for learning environment including the key idea and technical concept is being presented in this paper. Guided with these principles and with the advancement of information and communication technology the context-awareness based on Artificial intelligence for Location based Service for ubiquitous Learning was conceptualized. U-learning for Location Based Service is presented here and the concept behind this new learning paradigm. The learning environment architecture which comprises the entire component is illustrated here.

A Study on the Satisfaction Survey of the Online Content Sharing Platform 'XELF' and Methods of Application Method (온라인 콘텐츠 공유플랫폼 'XELF'의 만족도 조사 및 향후 적용방안에 대한 접근방법 연구)

  • Kim, yi yeon
    • Korea Science and Art Forum
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    • v.30
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    • pp.33-40
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    • 2017
  • The study has been initiated on the background of rapidly changing environment, and from the perspectives that new ecological systems are continuously generated accordingly in various fields. Recently, ICT platform, which is the platform related to information communication, has drawn much attention, and many tools are being made that can design and implement documents in a specific on-line space by utilizing UI/UX authoring tools for on-line contents sharing platforms which are public platforms for industrial and educational uses. Following these trends, actual building environment for 'XElF', a newly developed on-line contents sharing platform, and actual design proposal for UI/UX authoring tools will be described according to the sequences of building the platform. Before this design proposal is actually utilized in the future, opinions have been collected from related persons through an actual survey. Efforts are being made to reduce problems, which can be generated in the future in the actual on-line contents education environment, through the results of the study so that the platform can be produced without errors. The final results for this matter are planned to be posted by papers in the future.

Awareness of Dental Hygiene Department Students regarding the Protection of Patients' Personal Information (환자 개인정보보호에 대한 치위생 전공 학생의 인식도)

  • Cho, Myung-Sook;Lee, Seong-Sook
    • Journal of Korean Dental Hygiene Science
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    • v.4 no.1
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    • pp.89-98
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    • 2021
  • Background: The purpose of the present study was to gather basic data necessary for developing an educational program regarding the protection of patients' personal information. Such a program would stress the importance of the protection of patients' personal information for dental hygiene students obtaining clinical practice. Methods: A self-reported questionnaire-based survey was conducted targeting dental hygiene undergraduates who were obtaining clinical practice in the capital region. A total of 543 questionnaires were included in the analysis. Results: The results of this study were as follows: 1) the average score for awareness of the Patient Privacy Act was 2.93 on a 4-point scale; 2) the average score for the recognition of the protection of patients' personal information was 3.22 on a 4-point scale; 3) the area-based perception of the protection of patient's personal information was 3.37 points for communication, which scored highest, followed-by the linked-work area at 3.27 points, the patient's information management at 3.22 points, and the direct dental hygiene work at 3.18 points; 4) with regard to awareness of the protection of patients' personal information according to general characteristics, the perception was higher in the advanced academic year (p < 0.01), in those who had education regarding the protection of patients' personal information at both the university and the clinical practice institution (p < .05), and in those with higher grades (p < 0.01). Conclusions: Based on the above findings, the development and application of an educational program to improve awareness of the protection of patients' personal information are considered to be necessary by both universities and clinical practice institutions.

The Meta-Analysis on Effects of Living Lab-Based Education (리빙랩 기반 교육 프로그램의 효과에 대한 메타분석)

  • So Hee Yoon
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.505-512
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    • 2022
  • The purpose of this study is to synthesize effects of the living lab-based education through meta-analysis. Seven primary studies reporting the effect of living lab-based education were carefully selected for data analysis. Research questions are as follows. First, what is the overall effect size of the living lab-based education? The overall effect size refers to the effect on the cognitive and affective domains. Second, what is the effect size of the living lab-based education according to categorical variables? Categorical variables are outcome characteristics, study characteristics, and design characteristics. Results are summarized as follows. First, the overall effect size of living lab-based education was 0.347. Second, the effect size according to the cognitive domain was 1.244 for information process, 0.593 for communication, 0.261 for problem solving, and 0.26 for creativity. Third, the effect size according to subject area was shown in the order of electrical and electronic engineering 1.146, technology and home economics 0.489, artificial intelligence 0.379, and practical arts 0.168. Fourth, the effect size according to school level was 1.058 for high school, 0.312 for middle school, and 0.217 for elementary school. Fifth, the effect size by grade level was 0.295 when two or more grades were integrated and 0.294 for a single grade.

Enhancement of SMB Global Compentency for Overseas Market Entry (중소기업 해외시장 진출활성화를 위한 글로벌역량 제고)

  • Cha, Mi-Yang
    • Journal of Convergence for Information Technology
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    • v.7 no.1
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    • pp.11-16
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    • 2017
  • In the era of globalization, small and medium sized businesses (SMBs) are striving to attain competitive advantage in the rapidly changing and diversified markets. It is necessary for SMBs to enhance their global compentency in order to successfully enter overseas markets. In an attempt to shed light on how closely an SMB's global competency is related to how efficiently their employees can perform their tasks in the overseas market, this study examined the nature of English use in oral communication by twelve Korean men working in Dubai. Questionnaires and recordings were used to collect the data. The results show that English competency plays a crucial role in work efficiency in the overseas business context. Also, superior oral skills are considered the most important in doing business as it is the most frequently required form of communication. Participants of the study showed a tendency to make up for their lack of communicative competency by using various strategies. They tried to avoid communication breakdown by all means in order to get the task done.

Design and Implementation of Walking Activity Prediction Service for Exercise Motive (운동 동기 부여를 위한 걷기 활동량 예측 서비스 설계 및 구현)

  • Kim, Bogyeong;Lee, Cheolhyo;Kim, DoHyeun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.5
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    • pp.99-104
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    • 2016
  • The walking exercise can alleviate stress and also it can improve health fortheir lifetime. Recent development in Information and Communication Technologies (ICT) has laid the foundation for Internet of Things (IoT) to become the future technology. IoT has many applications in industry automation, security, smart homes and cities, education, health etc. In personal health-care domain, IoT is mainly used for monitoring fitness condition by observing current activity of individual. In this paper, we have proposed a novel IoT based personal wellness care system. Proposed system not only keep track of current fitness level but also provide future activity prediction based on history data along with standard recommendations. Predicted activity helps in motivating the individual to achieve the desired fitness level. Initially, we consider only walking activity for testing purpose and later, other types of activities/exercise will be captured for improved health care support.

Performance Analysis of Policy-based QoS Algorithm in the IMS (IMS에서 정책기반 QoS 알고리즘의 성능 분석)

  • Han, Seok-Jun;Shon, Hyung-Doh;Kang, Seung-Chan
    • Journal of IKEEE
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    • v.19 no.2
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    • pp.133-141
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    • 2015
  • The IMS is an architectural control framework for delivering IP multimedia services such as voice, video, audio and data, the IMS supports not only the mobile communication system but also the existing wired and wireless network based on IP. The network that is integrated by the IMS needs policy-based network management protocol for managing the limited network resources to provide efficient multimedia service. The IMS use additional device called PDF for efficient resource management, but the PDF only uses diameter which is one of the network management protocol such as SNMP and COPS. Many devices use various protocol to manage the limited network resources. There is an algorithm using a variety of protocols such as Diameter, COPS and SNMP to handle the resources management efficiently. We also analyze the performance using the proposed algorithm in the implemented IMS environment.