• Title/Summary/Keyword: a collaboration work

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A Software Architecture for Supporting Dynamic Collaboration Environment on the Internet (인터넷 상에서의 동적인 협업 환경의 지원을 위한 소프트웨어 구조)

  • 이장호
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.2
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    • pp.146-157
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    • 2003
  • Our experience with Internet-based scientific collaboratories indicates that they need to be user-extensible, allow users to add tools and objects dynamically to workspaces, per mit users to move work dynamically between private and shared workspaces, and be easily accessible on the Internet. We present the software architecture of a development environment, called Collaboratory Builder's Environment(CBE), for building collaboratories to meet such needs. CBE provides user extensibility by allowing a collaboratory to be constructed as a collection of collaborative applets. To support dynamic reconfiguration of shared workspaces, CBE uses the metaphor of room that can contain applets, users, and arbitrary data objects. Rooms can be used not only for synchronous collaboration but also for asynchronous collaboration by supporting persistence. For the access over the Internet room participants are given different roles with appropriate access rights. A prototype of the model has been implemented in Java and can be run from a Java-enabled Web browser. The implemented system had been used by 95 users including 79 space scientists around the world in a scientific campaign that ran for 4 days. The usage evaluation of the campaign is also presented.

Determinants of Hospital Nurse Burnout: The Moderating Role of Supervision

  • Santoso, Budi;Wahyudin, Ferdic Sukma;Fahrizal, Indra;Munir, Syaiful;Narmaditya, Bagus Shandy
    • Asian Journal for Public Opinion Research
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    • v.10 no.4
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    • pp.293-315
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    • 2022
  • Health care has become a rapidly growing industry where the role of nurses as a group of emotional labor employees is central and prone to burnout. The purpose of this study was to examine the role of supervision in moderating burnout caused by the effect of work intensity, customer contact, and self-efficacy, where the moderating role of supervision on burnout with its various predictors is still unstable. This quantitative study was based on research samples collected through questionnaires from 131 hospital nurses spread over two different locations. The questionnaire asked about supervision, work intensity, customer contact, self-efficacy and burnout used a Likert scale, which was then analyzed using SEM-PLS. The results indicated that work intensity and self-efficacy had a significant effect on burnout, while customer contact had no significant effect on burnout. Supervision as a moderator only significantly moderates the effect of work intensity on burnout, while supervision is not significant as a moderating variable on the effect of customer contact and self-efficacy on burnout. This study can contribute to the development of theories about burnout and practically can be used as a reference by policy makers in enhancing the role of supervision for nurses in hospitals.

A Feedback System for Internship & Capstone Design Integrated Program (인턴십·종합설계 연계 교육 모델의 환류체계 구축)

  • Shin, Youn-Soon;Jung, Jin-Woo;Ahn, Jong-Suk;Lee, Kang-Woo
    • Journal of Engineering Education Research
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    • v.19 no.1
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    • pp.61-66
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    • 2016
  • To enhance the university-industry collaboration, a novel program named as Internship & Capstone Design Integrated program (ICIP) is developed by Dongguk University. Senior students must take one Capstone design class for graduation. By participating in summer Internship and one-year Capstone Design work, practical problems given by businesses are solved. The ICIP is a Project and Internship-based course. By participating in summer internship and one-year Capstone Design work, practical problems given by businesses are solved. The internship course requires students to work in teams under mentors who work in the partner company proposed project themes. Students apply their academic experiences in constructing real projects at work under the supervision of their site mentors and academic advisor. In this regard, this study attempts to present a case study on the assessment of program outcomes using the Internship.

Profile, Facilities, and Options for Collaboration with Steward Observatory

  • Green, Richard F.
    • The Bulletin of The Korean Astronomical Society
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    • v.40 no.1
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    • pp.41.2-41.2
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    • 2015
  • Steward Observatory has a rich and diverse program of investigations, with significant groups working on star and planet formation and astrobiology, galaxy and quasar formation and evolution, technology for adaptive optics and interferometry, computational astrophysics, and effectiveness of educational practice. To support this work, Steward operates and offers a range of observational and other facilities, including the Large Binocular Telescope, the MMT, the Magellan Telescopes, the Arizona Radio Observatory, and a suite of 1- and 2-m class telescopes. A special opportunity for IR astronomy exists with Arizona now running UKIRT. Steward Observatory astronomers would welcome the opportunity to form genuine scientific collaborations that are mutually beneficial for high-impact projects and improving the observing facilities.

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Development of Design Collaboration Management System for Multiple Participants in Design Projects (설계프로젝트 참여자간 협업지원을 위한 설계협업관리 시스템 개발)

  • Lee, Jee-Hee;Yi, June-Seong;Shin, Seung-Woo;Park, Kyung-Rog;Lim, Ji-Youn
    • Korean Journal of Construction Engineering and Management
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    • v.11 no.3
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    • pp.23-32
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    • 2010
  • Construction Projects have mutual collaborative structures among various participants for common objectives. Most of all the design project which is the initial phase in the project is crucial for determining project overall quality and requires intimate and continuous relations between project participants. Thus, this study suggests Design Collaboration Management System for successful performing projects through cooperation among participants in the initial stage of projects. First, expert interviews were performed to figure out present conditions of design collaboration management and problems. The factor analysis was applied to draw owner's collaboration factors and engineer's collaboration factors. Based on those factors, this study suggests design cooperation management process which gives a framework for systematic management method. Through the process the design collaboration management system was developed which helps owner/designers/engineer's co-work. The System suggested from this study realizes systematic information management tool and through that it is expected to improve design product;'s quality, and further contribute the advancement of project.

Exploring ideas and possibilities of Second Life as an Advanced E-learning Environment (진보된 E-learning 환경으로써 Second Life의 탐색 아이디어와 가능성)

  • Baek, Young-Kyun
    • Proceedings of the KAIS Fall Conference
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    • 2009.05a
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    • pp.280-283
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    • 2009
  • Web 2.0 is changing the paradigm of using the Internet which is affecting the e-learning paradigm. E-learning 2.0 based on the Web 2.0 has a bottom-up approach which learners work on content with social networking and collaboration in their own cyberspace. Second Life is presented as a new e-learning environment. - Flexibility, - Strong social networking, - Residents’ creative activities of Second Life ⇨ Unlimited potential to educators Second Life is a classroom built in 3D cyber space.

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A Dynamic Error Manager for A Multimedia Collaboration Work based on IP-USN (IP-USN 기반 멀티미디어 공동 작업을 위한 동적 오류 관리기)

  • Ko, Eung-Nam
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.11a
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    • pp.155-156
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    • 2009
  • 본 논문에서는 오류 상호 인지 및 제어 기능이 있는 IP-USN 기반의 멀티미디어 공동 작업 환경에 대하여 기술한다. 동적 오류 관리를 위해서 상호 인지가 필요하다. 상호 인지란 상호 작업 이해, 참여자 관계 설정 등 결합이라는 구현 기술을 말한다. 인지의 구현 방법에는 파일 공유, 윈도우 복사, 윈도우 오버레이, 또는 윈도우 공유 등이 있다. 윈도우 오버레이 기능에 세션 제어, 발언권 제어 등을 추가한 윈도우 공유 방법을 기술한다.

A CACV Software Architecture for A Multimedia Collaboration Work based on IP-USN (IP-USN 기반 멀티미디어 공동 작업을 위한 CACV 소프트웨어 구조)

  • Ko, Eung-Nam
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.11a
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    • pp.491-492
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    • 2009
  • 본 논문에서는 IP-USN 기반의 윈도우 오버레이 기능에 세션 제어, 발언권 제어 등을 추가한 윈도우 공유 방법의 CACV 소프트웨어 구조를 제안한다. IP-USN 기반의 공동 작업 환경에 참여하는 모든 사용자들은 사용자의 명령 또는 오류가 발생된 응용들을 제어 가능하며 상호 작용 가능하다. 상호 인지란 상호 작업 이해, 참여자 관계 설정 등 결합이라는 구현 기술을 말한다.

A Study of the Using Application Program Interface (API) for Improving Productivity in Construction Engineering (건설 엔지니어링 생산성 향상을 위한 Application Program Interface(API) 활용방안에 대한 연구)

  • Park, Gi-Back;Jung, Young-Ho;Ham, Nam-Hyuk;Kim, Jae-Jun
    • Journal of KIBIM
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    • v.3 no.3
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    • pp.29-38
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    • 2013
  • Domestic construction industry is larger in size, and its shape is more complex. As a result, collaboration and information management tasks are difficult to manage in a way that conventional 2D-based exchange of information. BIM technology was introduced as a solution for this. But BIM only provides a very limited set of features such as Constructability review, clash detection in reality. and duplication of work and a lot of iterations occurs in BIM process. Thus, it takes quite a lot time to work. We studied how to improve the work efficiency by connecting API to business processes. Using the API in the integration process by automating repetitive tasks, reduce a significant amount of work time Using API (Automation, Optimization, Interoperability, Analysis) can solve the task problem that does not solved by the basic features, If we make good use of the combined API will be improved productivity.

Retail Product Development and Brand Management Collaboration between Industry and University Student Teams (산업여대학학생단대지간적령수산품개발화품패관리협작(产业与大学学生团队之间的零售产品开发和品牌管理协作))

  • Carroll, Katherine Emma
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.3
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    • pp.239-248
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    • 2010
  • This paper describes a collaborative project between academia and industry which focused on improving the marketing and product development strategies for two private label apparel brands of a large regional department store chain in the southeastern United States. The goal of the project was to revitalize product lines of the two brands by incorporating student ideas for new solutions, thereby giving the students practical experience with a real-life industry situation. There were a number of key players involved in the project. A privately-owned department store chain based in the southeastern United States which was seeking an academic partner had recognized a need to update two existing private label brands. They targeted middle-aged consumers looking for casual, moderately priced merchandise. The company was seeking to change direction with both packaging and presentation, and possibly product design. The branding and product development divisions of the company contacted professors in an academic department of a large southeastern state university. Two of the professors agreed that the task would be a good fit for their classes - one was a junior-level Intermediate Brand Management class; the other was a senior-level Fashion Product Development class. The professors felt that by working collaboratively on the project, students would be exposed to a real world scenario, within the security of an academic learning environment. Collaboration within an interdisciplinary team has the advantage of providing experiences and resources beyond the capabilities of a single student and adds "brainpower" to problem-solving processes (Lowman 2000). This goal of improving the capabilities of students directed the instructors in each class to form interdisciplinary teams between the Branding and Product Development classes. In addition, many universities are employing industry partnerships in research and teaching, where collaboration within temporal (semester) and physical (classroom/lab) constraints help to increase students' knowledge and experience of a real-world situation. At the University of Tennessee, the Center of Industrial Services and UT-Knoxville's College of Engineering worked with a company to develop design improvements in its U.S. operations. In this study, Because should be lower case b with a private label retail brand, Wickett, Gaskill and Damhorst's (1999) revised Retail Apparel Product Development Model was used by the product development and brand management teams. This framework was chosen because it addresses apparel product development from the concept to the retail stage. Two classes were involved in this project: a junior level Brand Management class and a senior level Fashion Product Development class. Seven teams were formed which included four students from Brand Management and two students from Product Development. The classes were taught the same semester, but not at the same time. At the beginning of the semester, each class was introduced to the industry partner and given the problem. Half the teams were assigned to the men's brand and half to the women's brand. The teams were responsible for devising approaches to the problem, formulating a timeline for their work, staying in touch with industry representatives and making sure that each member of the team contributed in a positive way. The objective for the teams was to plan, develop, and present a product line using merchandising processes (following the Wickett, Gaskill and Damhorst model) and develop new branding strategies for the proposed lines. The teams performed trend, color, fabrication and target market research; developed sketches for a line; edited the sketches and presented their line plans; wrote specifications; fitted prototypes on fit models, and developed final production samples for presentation to industry. The branding students developed a SWOT analysis, a Brand Measurement report, a mind-map for the brands and a fully integrated Marketing Report which was presented alongside the ideas for the new lines. In future if the opportunity arises to work in this collaborative way with an existing company who wishes to look both at branding and product development strategies, classes will be scheduled at the same time so that students have more time to meet and discuss timelines and assigned tasks. As it was, student groups had to meet outside of each class time and this proved to be a challenging though not uncommon part of teamwork (Pfaff and Huddleston, 2003). Although the logistics of this exercise were time-consuming to set up and administer, professors felt that the benefits to students were multiple. The most important benefit, according to student feedback from both classes, was the opportunity to work with industry professionals, follow their process, and see the results of their work evaluated by the people who made the decisions at the company level. Faculty members were grateful to have a "real-world" case to work with in the classroom to provide focus. Creative ideas and strategies were traded as plans were made, extending and strengthening the departmental links be tween the branding and product development areas. By working not only with students coming from a different knowledge base, but also having to keep in contact with the industry partner and follow the framework and timeline of industry practice, student teams were challenged to produce excellent and innovative work under new circumstances. Working on the product development and branding for "real-life" brands that are struggling gave students an opportunity to see how closely their coursework ties in with the real-world and how creativity, collaboration and flexibility are necessary components of both the design and business aspects of company operations. Industry personnel were impressed by (a) the level and depth of knowledge and execution in the student projects, and (b) the creativity of new ideas for the brands.