• Title/Summary/Keyword: Modeling Skills

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A Study on Purchase Intention of Fashion Products and Affecting Factors in the Internet Shopping Malls (인터넷 쇼핑몰에서의 패션제품 구매의도와 영향요인에 관한 연구)

  • 김도일;이승희;박종희
    • Journal of Distribution Research
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    • v.8 no.1
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    • pp.69-89
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    • 2003
  • This study aims to find out the relationship between purchase intention of fashion products and affecting factors. Measurement was not on the general Web environment but on the individual websites. It was modeled that the likeness of shopping malls affects purchase intention. Flow, which Csikszentmihalyi(1990) introduced as the state of optimal experience, was to affect purchase intention through the likeness of shopping malls. In addition, characteristics of fashion products were to affect purchase intention. A structural equation modeling was used for estimation. The result shows that the likeness of shopping malls affect purchase intention more than characteristics of fashion products. The difference from other studies is that the sign of Skills on Flow is negative. The effect of Flow on purchase intention is the largest and the next is the characteristics of the shopping malls. These results imply that internet shopping malls have to increase the likeness of shopping malls in addition to interests of the products. In addition, fashion consciousness was tested as a moderator by dividing the subjects into two groups of high and low fashion consciousness. The result shows that fashion consciousness works as a moderator for the variables affecting purchase intention.

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The Present state and tasks of Fishermen Credit Scoring Model (어업인 신용평가모형 개발현황 및 과제)

  • Hong, Jae-Bum;Kim, Jung-Uk
    • The Journal of Fisheries Business Administration
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    • v.39 no.1
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    • pp.43-61
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    • 2008
  • Excessive public loan with low interest and other tax benefits have been provided for fishermen, but much of them turned out to be little performed. There were the moral hazards of Suhyup in the process of executing the public loans. As the government gave the reimbursement on the financial loss of Suhyup resulting from the public loans, Suhyup had no responsibility of the bad debt loss. Therefore, Suhyup gave little efforts to reduce the non-performing. The government perceived this problem and tried to reduce the under-performing loans. Thus, the government decided to take limited responsibilities. Suhyup made the progress to reduce the under-performing public loans. Suhyup dealt with these situation and made the credit evaluation model of the fisherman's public loan. This paper is for the credit evaluation model in the fisherman's public loan, which explains the model development methodology and the model characteristics in detail. This evaluation model is composed of two sub-component model. the one is the quantitative model and the other is the qualitative model. The quantitative sub-model is for the identification of fishermen financial status and is based on the financial transaction information. Its development methodology is the CSS modeling for the consumer market. The qualitative sub-model is for the evaluation the business prospect and is based on the business information such as fisherman's management skills, technology, equipment. Its development methodology is the AHP. It provides the detailed information in the model development methodology, which is the ideal example such as the public loan. In addition it gives the information to the interest parties such as policy makers, suhyup and fishermen.

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Introduction of Asite in Japan (위수개론)

  • 전용범
    • Archives of design research
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    • v.14 no.4
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    • pp.127-136
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    • 2001
  • The decay of the Old Chinese Dynasty, Tang in the 10th century caused the collapse of the political order of Southeast Asia and the neighboring countries began to try to go their own way. Japan abolished the system called "Yudangsa" and nourished the culture of Japanese style. The fang age had a respect of the′Japanese Character Culture", in which when we expressed the sound, they developed the Japanese letters ,that is, reduced Chinese characters, and systematized them as linguistic symbols and developed them into one of letter design styles. The Japanese letters which was mainly the media of the expression of the female literature were delicately shaped ′as natural materials, which finally resulted in Japan′s oldest letter modeling, Asite Letter Design Style. The Japanese letters were blended with ′Reeds around the Lake", "Sea Birds", "Birds′flying", and "Rocks", mixed with the overall shapes of the objects and assimilated into one part, and became a means for the main entertainment of the nobility such as "Singing Festival", "Conference", and "Ceremonial Events" According to the relics, the Japanese feeling of a small cosmos was represented with the fabulous skills of artifacts. In audition, "Play Painting"in the countryside is also a kind of Asite the ordinary people accepted as wit and satire. What we will have to notice is about exchange of the Chinese letter designs, when the thought focused ′on the letter design, Jobcheso was popular. The letter design Jobcheso is -a kind of letter design which represents -natural objects and was popular at the time of Yukjo Dynasty, and there are some documents of that period left both in Japan and Korea. "Hyojedo" in Korea is supposed to have been influenced by the letter design. Asite- is also considered to have been "Japanese Letter Jobcheso." Therefore, the purpose of this study is to look into the origin of the letter designs in the Chinese character culture circle, in terms of the letter design of Jobcheso.

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Using Cognitive Diagnosis Theory to Analyze the Test Results of Mathematics (수학 평가 결과의 분석을 위한 인지 진단 이론의 활용)

  • Kim, Sun-Hee;Kim, Soo-Jin;Song, Mi-Young
    • School Mathematics
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    • v.10 no.2
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    • pp.259-277
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    • 2008
  • Conventional assessments only provide a single summary score that indicates the overall performance level or achievement level of a student in a single learning area. For assessments to be more effective, test should provide useful diagnostic information in addition to single overall scores. Cognitive diagnosis modeling provides useful information by estimating individual knowledge states by assessing whether an examinee has mastered specific attributes measured by the test(Embretson, 1990; DiBello, Stout, & Rousses, 1995; Tatsuoka, 1995). Attributes are skills or cognitive processes that are required to perform correctly on a particular item. By the results of this study, students, parents, and teachers would be able to see where a student stands with respect to mastering the attributes. Such information could be used to guide the learner and teacher toward areas requiring more study. By being able to assess where they stand in regard to the attributes that compose an item, students can plan a more effective learning path to be desired proficiency levels. It would be very helpful to the examinee if score reports can provide the scale scores as well as the skill profiles. While the scale scores are believed to provide students' math ability by reporting only one score point, the skill profiles can offer a skill level of strong, weak or mixed for each student for each skill.

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A Study on the Problem-Based Learning with Industry Co-operative Program for Effective PLM Education (문제중심학습과 신업체 현장실습 연계를 통한 효과적인 PLM 교육에 관한 연구)

  • Chae, Su-Jin;Noh, Sang-Do
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.5
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    • pp.362-371
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    • 2008
  • Generally, a PLM education program in university consists of lectures of theory, software lab and software development raining as an advanced subject. Most industries want more than these, such as practical problem solving capabilities, teamwork skills and engineering communications including human relationship, rhetoric, technical writing, presentation and etc. Problem-Based Learning is a problem-stimulated and student-centered teaming method, and an innovative education strategy for collaborative and self-directed learning by applying real world problems. Education paradigm changes from "teaching" to "learning" accomplished by team working, and students are encouraged to develop, present, explain and defense their ideas, suggestions or solutions of a problem, and the "cooperative teaming" proceeds spontaneously during team operations. Co-operative education program is an into-grated academic model and a structured educational program combining classroom learning with productive work experience in a field related to a student's academic or career goals. Based on the partnership between academic institutions and industries, students are engaged in real and productive "work" in the industry, in contrast with merely observing. In this paper, PBL with Co-op program is suggested as an effective approach for PLM education, and we made and operated a PBL-based education course with industry co-op program. The Co-op education in industry accompanied with the PBL course in university can improve practical problem solving capabilities of students, including modeling and management of P3R(Product, Process, resource and Plant) using commercial PLM software tools. By the result, we found this to be an effective strategy for helping students, professors and industries succeed in engineering education, especially PLM area.

Measurement of S/W Development Processes and Maturity using Agile Methodologies (Agile 방법론을 이용한 S/W개발 프로세스 및 성숙도 측정)

  • Kim, Tai-Dal
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.6
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    • pp.147-154
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    • 2015
  • Recently agile development process became increasing effectiveness, quality, attention to experts in customer satisfaction, as evidenced in this methodology when selecting projects promoting productive efficiency. With regard to contemporary needs and user requirements on the methodology selected to meet this paper is the product based Cross functional team suggested methodology Feature Team model to solve problems of this model, and organizing the Cross functional team, this team but this outcome (product) basis, were examined for the model that points to progress the development across multiple product as a functional unit, value-driven agile project through the Skills-based model and proposed a difference. And it examined the Agile Maturity metrics. PRINCE2 Agile Health-check entries future development direction of Agile techniques is a requirement of the project outset has studied the subject objective evaluation by the assumption that they can be changed at any time, not fixed this way and for the project team through research The proposed.

A Study on Design of Young Children's Free Choice Activities Monitoring System Using NFG (NFC를 이용한 유아의 자유선택활동 모니터닝 시스템 설계에 관한 연구)

  • Kim, Kyung-min;Park, Hyun-sook;Kim, Jung-min
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.567-569
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    • 2017
  • This is an example of ABSTRACT format Free-choice activity is child-directed time that young children decide to planning and acting for themselves.It is important time for young children to communicate freely with peers and activities through self-selecting, self-motivated and self-directed activity.Teachers want to maintain connectivity with young children and to work on specific learning goals and supporting friendships and modeling social skills and to make young children feel comfortable to explore in the classroom.However it is hard to gathering information about all children's activities fully by 1 teacher within limited class time and teaching environment.This study was conducted to monitoring system of free-choice activity and time selected by young children that make teachers to analysis the young children's activities effectively using NFC tags.

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Construction of Three Dimensional Virtual City Information Using the Web 3D (Web 3D를 이용한 3차원 가상도시공간정보 구축)

  • 유환희;조정운;이학균
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.20 no.2
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    • pp.119-126
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    • 2002
  • Recently, as advancing the technologies for Web 3D and Virtual Reality, the studies have been progressed actively to provide three dimensional information on the web. Especially, the various applications for providing urban information in 3D space have been developed using EAI(External Authoring Interface) that serves an interface between VRML(Virtual Reality Modeling Language), standard language for embodying virtual reality, and JAVA applet in HTML. In this study, as constructing 3D virtual city information using Digital Map, IKONOS satellite image, VRML and so on, we could provide users which need several information with building location and various urban living information. In addition, applying 3D skills such as texturing, panorama and navigation, users were enabled to perform various route searching and scenery analysis. Finally, to serve urban living information in real time, we designed to search information faster through interfacing database and to update data using ASP(Active Server Page) on web.

An Educational Effect on the Process of Design for 3D Simulation of Disaster Response System (재난 대응 3D 시뮬레이션 설계과정을 통한 교육적 효과)

  • Song, Eun-Jee;Suh, Don-Hee
    • Journal of Practical Engineering Education
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    • v.8 no.1
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    • pp.23-29
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    • 2016
  • Our society is endemic in safety insensitivity, yet we have been concerned for safety education and disaster drill since the Sewol Ferry accident. However, the practical training costs very high, and it has its limit to increase reality. Recently, industry fields put emphasis on virtual reality (VR) as alternatives, so various contents are invented by using advantages of VR. The paper explores crucial application in 3-dimensional simulation for fire drill, suggests novel design, and contemplates about educative result through designing process. In order to construct and materialize the suggested system, practical 3D spatial information model and various disaster-drill scenarios are necessary. Also, to apply game elements for augmentation in users' utility, educations based on computer science and visual art are inevitable, which requires skills in programing and modeling respectively. Thus, this study investigates educational effect of convergence field through the suggested system designing process.

A study on the skill education of 3D game graphics data using VRML (VRML을 이용한 3D 게임 그래픽 제작 교육 방법에 대한 연구)

  • 김치훈
    • Archives of design research
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    • v.17 no.3
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    • pp.101-110
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    • 2004
  • The purpose of this study is to draw a distinction between general computer graphics courses and game development ones and to find out making various improvements in game graphics courses. In addition to general hand-drawing skills and computer graphics technology which are essential for the students who major in game graphics; however, the special classes should be required for them to comprehend the work process of game development and to produce the game graphics data. This necessity of the discriminative education is going to be an identification of game development department. Although loading game data onto a game engine and finding out the solution to problems of data is one of the excellent settlement for educating game graphics students, it is not possible to purchase the commercial game engine such as Quake or Lithtech and to analyze the commercial program libraries. For this reason, this research presents the replacement of commercial game engine with VRML97 for the academic purpose and shows what effect upon education will be. It is expected that the VRML97 can be a substitute of the game engine for the effectiveness of game graphics education with more active study and verification of game fields.

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