• 제목/요약/키워드: Virtual Competence

검색결과 34건 처리시간 0.031초

선박 검사 교육훈련을 위한 VR 선박 환경 구축 (Development of VR Ship Environment for The Educational Training of Ship Survey)

  • 길우성;손명조;이정렬
    • 대한조선학회논문집
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    • 제55권4호
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    • pp.361-369
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    • 2018
  • The ship surveyor makes a scheme of reasonable ship operation by examining whether the ship has been properly constructed in accordance with the rule of classification societies and international conventions or whether the facilities of the ship in operation meet the standard stipulated by law. Even though the ship surveyors of classification society generally consist of people who have the skill of design or operation of a ship, it takes a long time to train a surveyor to the maturity level. This paper describes the development of survey simulator based on virtual ship environment that enables the surveyor minimize trial and errors to survey the ships. By using VR(Virtual Reality) based survey simulator, surveyors possibly achieve improvement of competence in survey quality by means of safe and immersive training environment. In order to improve the usability and utility of the VR simulator, the ship 3D model has been generated using 3D CAD model for design and production in shipyard. Through this, we suggested the possibility of consistent use of 3D model as the digital twin of a ship.

Exploratory Study on Self-Fulfillment Effect of Self-Designing Process in Adaptive Customization Services

  • Lee, Eun-Jung;Son, Jin-Ah
    • International Journal of Human Ecology
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    • 제15권1호
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    • pp.51-63
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    • 2014
  • Services for self-designing, or adaptive customization services, have become dominant in virtual marketplaces and are believed to create additional values both for the company as well as for the customer. While most research focused on the value from the services' outputs, this research attempts to address the customer-perceived value deriving from the process of the services, and focuses on the self-fulfillment effect of the involved mental processing. An online survey was administered with 313 U.S. shoppers. In the results, participants using adaptive customization services reported higher self-fulfillment perceptions, than did those not using the services. Furthermore, both the self-fulfillment perceptions (i.e., autonomy and competence) significantly increased perceived design utility. The results suggest that the process of adaptive customization services should be strategically managed to improve the customers' positive mental states that subsequently improve the perceived value of the output designs. Implications and suggestions for future studies are dsicussed.

소셜네트워크서비스를 이용하는 대학생들의 스마트폰 중독과 대인관계능력의 관계 (Relation between Smartphone Addiction and Interpersonal Competence of College Students using Social Network Service)

  • 박순주;권민아;백민주;한나라
    • 한국콘텐츠학회논문지
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    • 제14권5호
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    • pp.289-297
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    • 2014
  • 본 연구는 스마트폰을 통해 소셜네트워크서비스(SNS)를 이용하는 대학생들의 스마트폰 중독정도와 대인관계능력간의 관계를 파악하기 위한 서술적 조사연구이다. 연구대상자는 전국 6개 지역 대학에 재학 중인 대학생 502명이며, 2012년 5월부터 6월 사이에 성인 스마트폰 중독 자가진단척도와 대인관계능력 검사지를 이용하여 자료를 수집하였다. 자료분석은 기술통계와 ${\chi}^2$-test, t-test, ANOVA, Pearson correlation coefficient를 이용하였다. SNS 이용자의 스마트폰 중독정도는 중독군이 24.8%, 일반군이 75.2%였다. SNS 이용자 가운데 스마트폰 중독집단과 일반집단의 대인관계능력은 차이가 없었으나, 하위영역 중 자기노출 능력은 중독집단이 일반집단보다 더 높게 나타났다. 그리고 스마트폰 중독 하위영역 중 가상세계지향성이 높을수록 대인관계능력이 낮았고, 스마트폰 중독정도가 높을수록 대인관계능력 하위영역 중 대인갈등 다루기 능력이 낮게 나타났다. 본 연구 결과는 대학생들의 스마트폰 중독예방 및 대인관계능력 증진을 위한 프로그램 개발에 활용될 수 있을 것이다.

전략적 제휴를 위한 공적 e-Hub 구축과 사회 관계망의 활용에 관한 연구 (The Public-Oriented e-Hub Construction for Strategic Alliances by Using Social Network Analysis)

  • 박기남;김종원
    • 경영과학
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    • 제20권1호
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    • pp.165-178
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    • 2003
  • This paper introduces the public-oriented e-Hub construction for strategic alliances in the B2B virtual community. The public-oriented e-Hub can link with all participating Internet firms on the basis of their business models, and consequently help them share their core competence, management resources, and so on. Based upon this perspective, this paper presents the procedures corresponding with social network analysis for strategic alliances of small and medium internet firms. In addition, this paper tries to analyze the relationships among degree of competition, potential of strategic alliance, and financial performance. The results show that the firms with more easily accepting various strategic alliances make higher financial performance under more competitive environment. This suggests that strategic alliances through the public-oriented e-Hub in the B2B virtual community provide the internet firms with various opportunities.

간호대학생의 가상현실 시뮬레이션 실습 경험 (The Experiences of Virtual Reality-based Simulation in Nursing Students)

  • 이순희;정승은
    • 문화기술의 융합
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    • 제7권1호
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    • pp.151-161
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    • 2021
  • 본 연구는 간호대학생의 가상현실 기반 시뮬레이션 실습 경험을 이해하기 위한 기술적 질적 연구이다. 연구는 일개 대학의 간호학과 3학년 학생으로 '성인간호학 I, II'를 수강하면서 가상현실 기반 시뮬레이션 실습을 시행한 53명을 대상으로 하였다. 자료는 학생들이 익명으로 작성한 성찰일지를 내용분석법을 사용하여 분석하였다. 분석 결과 5개의 주제범주와 12개의 하위범주로 분류되었으며, 5개의 주제범주는 "필요한 간호역량을 깨달음", "지식이 확장됨", "심리적으로 안전함을 느낌", "문제 중심으로 사고함", "만족감을 얻음"으로 나타났다. 이는 가상현실 온라인 실습이 안전한 실습 환경에서 사고와 지식을 확장시키는 긍정적인 효과를 가져올 수 있음을 시사하고 있으므로 가상현실 실습을 위한 다양한 컨텐츠 개발이 필요하다.

가상현실 기반 중재가 경도 지적장애 학생의 바리스타 업무 능력에 미치는 효과 (The Effect of VR-based Intervention on the Barista Competence of Students with mild Intellectual Disabilities)

  • 이태수
    • 한국콘텐츠학회논문지
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    • 제21권2호
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    • pp.622-630
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    • 2021
  • 이 연구의 목적은 VR 기반 중재가 경도 지적장애 학생의 바리스타 업무 능력에 미치는 효과를 파악하는 것이었다. 이를 위해 전남·광주 지역의 경도 지적장애 고등학생 30명을 연구대상으로 선정하였고, 각 15명씩 실험집단과 통제집단에 배치하였다. 통제집단은 교사의 설명과 체험을 결합한 전통적인 수업에 참여하였고, 실험집단은 교사의 설명과 VR 프로그램 및 체험 활동을 결합한 중재에 참여하였다. 평가는 커피에 관한 지식 습득을 위한 기본 개념평가와 커피를 만드는 능력을 평가하는 기능평가로 구성되었고, 평가는 중재가 시작할 때, 중간, 중재가 끝난 후 세 번 실시하였다. 평가 자료는 반복측정 이원분산분석 방법으로 분석하였다. 분석결과, 실험집단이 통제집단보다 커피에 대한 기본 개념 학습과 커피를 제조하는 기술에서 모두 유의미한 향상을 나타내었다.

자동차 시트 가상설계와 성능평가를 위한 통합시스템 개발 (Development of Integrated System for Virtual Design and Performance Testing of Automobile Seat)

  • 임오강;유완석;정융호;김광석;이진식;노효철
    • 대한기계학회논문집A
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    • 제24권7호
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    • pp.1779-1786
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    • 2000
  • Most of traditional design processes of mechanical parts are regarded as sequential and discrete, since different kinds of softwas should be introduced. In this paper, we develop an integrated fram ework for virtual design and performance testing of an automobile seat. The system is composed of four modules, i.e. CAD, static analysis, dynamic analysis, and draft drawing module. In the CAD module, PRO/ENGINEER 3D seat model is created using parameters to be modified with the result of static and dynamic analysis. In the static analysis, headrest tere used in each design stage make it difficult to feedback their results to upstream process. These discrete processes may result in time loss and cost rise. In recent years, life cycle of product is reduced. To have competence with others, new concept design processt is simulated using ANSYS. In the dynamic analysis module, FMVSS201 test is simulated using DADS. Overall data flow is controlled by Motif. The advantage of the system is that even a novice can perform and review the whole design process, without a good hand at professional design/analysis S/W in each stage. The system also provides a virtual design space, where engineers in different development stage can access common data of design models. The concept could be applied to other fields and it could reduce time and money required in design process.

Automated Assessment System for Train Simulators

  • Schmitz, Marcus;Maag, Christian
    • International Journal of Railway
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    • 제2권2호
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    • pp.50-59
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    • 2009
  • Numerous train operating companies provide training by means of driving simulators. A detailed analysis in the course of the rail research project 2TRAIN has shown that the simulation technology, the purposes of training and the overall concept of simulator-based training are rather diverse (Schmitz & Maag, 2008). A joint factor however are weak assessment capabilities and the fact that the simulator training is often not embedded into the overall competence management. This fact hinders an optimal use of the simulators. Therefore, 2TRAIN aims at the development of enhanced training and assessment tools. Taking into account that several simulators are already in use, the focus lays on the extension of existing simulation technology instead of developing entirely new systems. This extension comprises (1) a common data simulation interface (CDSI), (2) a rule-based expert system (ExSys), (3) a virtual instructor (VI), and (4) an _assessment database (AssDB). The foundation of this technical development is an assessment concept (PERMA concept) that is based on performance markers. The first part of the paper presents this assessment concept and a process model for the two major steps of driver performance assessment, i.e. (1) the specification of exercise and assessment and (2) the assessment algorithm and execution of the assessment. The second part describes the rationale and the functionalities of the simulator add-on tools. Finally, recommendations for further technical improvement and appropriate usage are given. based on the results of a pilot study.

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인테리어 사무실 경영 전략을 위한 인터넷의 활용 제안 (A Proposal for Approaching Internet to Interior Design firm Management Strategy)

  • 최용수
    • 한국실내디자인학회논문집
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    • 제33호
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    • pp.99-105
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    • 2002
  • As a new environment, the Internet proposes to us the innovation of our life. New information technologies(IT) have enabled and stimulated new organizational forms. Electronic Commerce is the new economy that changes the pattern of our life and the form of business transaction. Electronic Commerce is rapidly growing due to the increasing of internet user and the development of information technology. With the emergence of the Internet, a totally new business, the electronic commerce(EC) is emerging. Internet EC brings in many benifits to the organization such as reduced costs, fast turnaround, better customer service, and in some firms strategic advantage over their competitors. As a newly created interior design paradigm, this proposal presents its utmost advantage, interlocking interior design firm management with virtual reality of internet. Appropriately interacting on-line with off-line in virtual reality of internet improves the image of interior design firm and makes the best use of its identity in marketing. This application can rightly attract consumers' interest. Analyzing the market, the most important thing in marketing is to anticipate consumers' existing and possible demand in future. In other word, servicing consumers with idea efficiently is competence. As the point of management, to maximize managing value in interior design proposes the application of internet to management strategy of interior design firm

${\cdot}$소 인터넷기업의 전략적 제휴를 위한 공적 e-Hub 구축과 사회 관계망의 활용에 관한 연구 (The Public-Oriented e-Hub Construction for Strategic Alliances by Using Network Analysis)

  • 박기남;김종원
    • 한국정보시스템학회:학술대회논문집
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    • 한국정보시스템학회 2003년도 춘계학술대회
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    • pp.183-197
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    • 2003
  • This paper introduces the public-oriented e-Hub construction for strategic alliances in the community. The public-oriented e-Hub can link with all Participating internet firms on the ba business models, and consequently help them share their core competence, management resource Based upon this perspective, this paper presents the procedures corresponding with social network strategic alliances of small and medium internet firms. In addition, this paper tries to analyze th among degree of competition, potential of strategic alliance, and financial performance. The resu the firms with more easily accepting various strategic alliances make higher financial performance competitive environment. This suggests that strategic alliances through the public-oriented e-Hub virtual community provide the internet firms with various opportunities

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