• Title/Summary/Keyword: Maker Culture

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An Application of the Analytical Hierarchy Process (AHP) for Safety measurement in Malaysian Construction Industry

  • Samad Doostdar;Zubaidah Ismail
    • International conference on construction engineering and project management
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    • 2013.01a
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    • pp.66-73
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    • 2013
  • Analytical Hierarchy Process (AHP) is a famous method amongst Multi Criteria Decision Making (MCDM), set up by Saaty in 1980. AHP can be determined as a methodology of hierarchical analysis following reasonable decision making with make simpler a difficult crisis. Decision making in systems of Safety management concerned multipart challenges. AHP is process for get better the composite decisions understanding with analyzes of the problem in a structure of hierarchy. The integration all of applicable decision criteria, their pair wise judgment permits the decision maker to establish the trade-offs amongst objectives. In recent years, Malaysian's economy and infrastructure development have significantly and rapidly risen. The construction industry continues to play a major role in this development as many construction activities have been carried out to meet the high demands of the expansive market. However, the construction industry has faced a wide range of challenges, one of which is the frequent occurrences of accidents at the workplace. An effective safety program can substantially reduce accidents because it can help management to build up safer means of operations and create safe working environments for the workers. Furthermore, by having an effective safety programs, good safety culture can be embedded in organization because it can encourage mutual cooperation between management and workers in the operations of the programs and decisions that affect their safety and health. The focus of this research is development methodology of Analytics Hierarchy Process (AHP) in construction safety factors and investigates the levels of some effective elements in SMS in Malaysian construction industries.

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Experimental and Experiential Cultural Space : Focusing on Cologne City Library in Germany (실험과 체험의 공간: 독일 쾰른 시립도서관의 사례를 중심으로)

  • Choi, Jeongyoon;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.11-22
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    • 2018
  • This study examines the structure and contents of the various programs offered by the Cologne City Library in Cologne, Germany, and discusses its implications for the role of the changing public libraries in the era of the Fourth Industrial Revolution. The Cologne Municipal Library, which has continuously played a leading role in the education of German libraries since its opening, has been transforming itself to become a center for producing information and knowledge and developing culture in accordance with the dynamic era of the Fourth Industrial Revolution. Currently, the Cologne Municipal Library plays a role as a multi-cultural space in the community where local members can experience various cultures, such as movies, music and games, and create a culture, beyond the traditional functions of library collection and preservation. The program of the City Library in Cologne, Germany, will help to redesign the functions and roles of public libraries in Korea in the future, and plan library contents for local members.

A Study on the Design of Framework for Activating the Making Education and Constructing of the Making Space (메이킹 교육 활성화를 위한 프레임워크 설계 및 메이킹 스페이스 구성 방안 연구)

  • Shin, Seungki;Lee, Hyonyong;Bae, Youngkwon
    • Journal of The Korean Association of Information Education
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    • v.22 no.2
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    • pp.263-274
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    • 2018
  • Maker movement is a part of open source making that originated from DIY culture and means production activity through combination of hardware and software as information and communication technology develops. The purpose of this study is to analyze the status and trends of the making movement in the world and to design a framework for the activation of making education. In this study, we developed the framework to spread the making culture by analyzing the current status and trends of making education, and suggested how to adapt the framework for making eduction in classroom. In addition, we analyzed the cases to suggest how making space should be constructed, and pointed the ideal way out to organize the making space.

Cultural Differences of Choice on Interaction Problem (인터랙션 문제에 대한 선택의 문화적 차이)

  • Yeoun, Myeong-Heum
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.711-720
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    • 2010
  • This study is aimed to compare choices on interaction problems, and to consider the reason of the choices. It was expected that the interaction problems are influenced from national culture, age, gender and so on. The first interaction problem in this study is default answer button when user operates to delete all messages on SMS in-box. Second one is action when pop-p window warning dangerousness of install showed on web browsing. The third one is type(analog/digital) and information expression of control panel on soup maker. 639 Korean data and 784 data from China, Japan and the Netherlands are analyzed through cross-tabulation and chi-square test. In the results, many Japanese choose 'No' answer at SMS delete problem, while many Dutch choose 'Yes'. The result suggests that uncertainty avoidance effect on interaction problems. On warning pop-up, Younger generation and men choose actively 'install' than older one and women. On type of control panel, Dutch subjects preferred analog type than other countries' subjects. On expression of control panel, older generation and individualistic subjects relatively preferred text style than other style.

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A Study on the Marking Efficiency of Jacket & Slacks by CAD System - Focused on the Check-Pattern - (CAD 시스템 활용을 위한 여자 바지 정장의 Marking 효율 고찰 - 체크무늬 원단 마킹을 중심으로 -)

  • Hong, Eun-Hee;Ryu, Kyoung-Ok;Suh, Mi-A
    • The Research Journal of the Costume Culture
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    • v.18 no.1
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    • pp.13-28
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    • 2010
  • This study is focused on the elucidation of efficient and correct marking methods by comparing and analyzing marker efficiency depending on the marking job condition such as interval of checking-pattern and marker orientation using woman's Jacket and Slacks. Research Method intended to compare the marking efficiency of Jacket and Slacks, check-less and check- patterned materials with the intervals of $1.5{\times}1.5cm$ and $5{\times}5cm$ were selected. First, in the comparison of marking efficiency depending on check-pattern interval, regardless of the direction of marker position, single-item makers and set-item makers, the efficiency of check-less materials was higher than those of check-patterned materials and increasing the intervals decreased marking efficiency and vice versa. Marking efficiency of Slacks was less influenced than marking efficiency of Jacket by check-pattern interval. Second, in the comparison of marking efficiency depending on the direction of marker position, regardless of check-pattern interval and number of maker pieces, the efficiency of nap-up-and-down position was higher than those of nap-one-way position. Third, the marking efficiency of single-item was more effective than one of set-item in all working condition except nap-one-way position in checkless materials.

A Study on Making the Internet Website on the Order-made Fashion Design (I) (주문형 의상 디자인을 위한 웹사이트 구축에 관한 연구(I))

  • 이금희
    • The Research Journal of the Costume Culture
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    • v.10 no.2
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    • pp.200-212
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    • 2002
  • The purpose of this study is to make the internet website on the order-made fashion design so as to do meet the need of netizen in the 21st century. It made the consumer do the design which he or she wants by the combination of the compositions that do select the pattern of the skirt design to fit his or her size and body shape. For the set-up of website, the elements of composition must be considered, and also the planning and design must be done fur the order-made fashion design. With the internet website, it's possible to do reach the below points; first, it can make the consumer do the design which he or she wants by himself or herself; second, it can provide him or her the information of measuring his or her body shape to buy the design pattern which he or she wants. Third, it can be contributed to make the brand more active by improving his or her satisfaction with the design and pattern which he or she wants. Also it can bring up the effects as fellows; first, lashing power of the design can be increased by the order-made fashion design to attract his or her interest, and also it can make him or her more satisfied. Second, the competitiveness can be strengthened by the differentiation of the fashion site between the existing design and the order-made fashion design. Third, the production of design can be higher and also its expense can be reduced even for the small and medium-sized clothes maker or merchants. Finally, it is able to enlarge the applicable field into the design of small articles, home fashion, and textile which they want to sell the differentiated and order-made products.

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Generation and Gender Differences in Physical Attractiveness and Likability Perception (세대와 성별에 따른 신체적 매력과 호감 지각의 집단 차이에 대한 검증)

  • Baek, Inhae;Jung, Taeyun
    • Korean Journal of Culture and Social Issue
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    • v.27 no.1
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    • pp.73-93
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    • 2021
  • The present study examined the relations between physical attractiveness and likability and we also investigated whether these variable's effects differ depending on generation (young and middle-aged) × evaluator gender (male and female) × target gender (male and female). Second, when assessing these variables, we figured out whether evaluators more preferred 'the same-sex preference' than 'the opposite-sex preference'. To that end, 120 college students participated in the 3D program to sample their ideal looks and bodies. Then, another 240 people (60 young men and women each, 60 middle-aged men and women each) evaluated the physical attractiveness, likeability, relationship preference, and personality of the sample. The result is that physical attractiveness is a positively related to likability. There were evaluator gender and target gender differences in the judgment of physical attractiveness, but there were generation and target gender differences in the judgment of likability. Lastly, the effect based on target-maker gender was different for evaluator gender in each factor evaluation. These results were discussed from the evolutionary and sociocultural perspectives on physical attractiveness.

A Study on the Development of Liberal Arts Subject Related to Public Libraries: Knowing Public Library as a Commons (공공도서관 관련 교양과목 개발에 관한 연구 - '우리 모두의 장'으로서 공공도서관 알아차리기 -)

  • Mahnsoung Han
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.2
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    • pp.33-57
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    • 2023
  • The main purpose of this research was to discover the characteristics of the 'commons for all' related to public libraries as much as possible, design the learning content, and finally to demonstrate whether the contents meet the general education requirement of universities. The public library is a study hall for multi-literacy, a common place for lifelong learning without discrimination, a place for experiencing digital sharing culture, a place for practicing public architectural design for community regeneration, a workshop for the maker movement and finally, a hub for forming local communities. In short, it has all the characteristics appropriate to being a commons. This subject titled "Sharing Culture and Local Libraries" is designed and composed with various literacy understanding, information ethics of information literacy, community consciousness and multicultural understanding, public consciousness, cooperative spirit and computer utilization ability, interdisciplinary knowledge, and integrated perspective. In a situation where the regional and public crises are increasing, this kind of general education subject about public library, is expected to contribute greatly to raising the awareness of the library and further enhancing the local community togetherness spirit by spreading the value of the library widely to students and inducing them to actually experience various library services.

Customizing feature analysis for super mario maker (슈퍼마리오 메이커의 커스터마이징 특징 분석)

  • Park, Sang-Tae;Sohn, Jong-Nam;Lee, Chang-Jo
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.339-345
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    • 2016
  • While a game market has been growing consistently world widely, a market of arcade or video game has been detained. In this stagnation, the latest one in 2015, "Super Mario Maker" of Mario series that's been running in good for 30 years, the notable sale and growth of which are extraordinary. As for a study in customizing, a literature of game customizing and studies that are foregone were mostly handling contents about a game character. In the survey that's done in this thesis about knowledge and needs in customizinge game users have, it was shown they want to customize sides of a rule and a character. I analyzed what the main factors are in this game which uses a main concept of customizing and the reason for high profits and popularity. As a result of the analysis, four features, possibility to customize a game rule, share data among users, collaboration in marketing with NFC figure characters, offering updates with sustained and new customizing features were found out. I am certain a game customizing will be helping to meet users and be used for various industries without limit of existing character.

A Study on Creating and Managing "Makerspaces" in Libraries (도서관 무한창조공간 구축 및 운영모형 제안에 관한 연구)

  • Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.31 no.1
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    • pp.53-76
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    • 2014
  • Combining makerspaces and library services is an innovative idea that could positively and radically change the library user experience. The Library Makerspace is able to offer users a different view of the world, and give them the opportunity to explore and imagine new possibilities which they can then create. Therefore, this study focused on analyzing real-world makerspace examples to create suggests for utilizing this trend. The roles and concepts of library makerspaces derived through this research are as follows: space for infinite creativity as social communication space, study areas, job searches, self-publishing, idea incubation, collaboration, equipment and utilization, storytelling, expert mentoring and consulting, and so on. The possibilities are endless, and allow for the development and expansion of the library.