• 제목/요약/키워드: experience of fit

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신발소재 재단용 채산 소프트웨어 개발

  • 류영근;김행렬
    • 한국정보시스템학회:학술대회논문집
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    • 한국정보시스템학회 1996년도 추계학술발표회 발표논문집
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    • pp.145-155
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    • 1996
  • This paper is to describe the development of nesting software for the materials cutting plan of footwear manufacturing processes. In shoes cutting process, almost of the materials cutting plan is dependent upon worker's experience. Thus, the pattern nesting by worker's experience for materials cutting is different from the real cutting results and also different from the error size of yield in degree of worker's skill. Recently, a few of domestic shoes' makers make use of oversee's nesting software. But the nesting software unfits for the domestic actual circumstances, and is complex to use, and is expensive, and is not to be interfaced with the auto cutting machine. Therefore, we have developed the economic nesting systems that are easier for novice to use and fit for the domestic circumstances, which can syncronize with the development of the auto cutting machine. The system comprises interrelated modules for materials information, nesting simulation, utility. The architecture of system, the functions of each module, and the information processing procedures of each function are discussed.

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신발소재 재단용 채산 소프트웨어 개발

  • 류영근;김행렬
    • 한국산업정보학회:학술대회논문집
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    • 한국산업정보학회 1996년도 추계 학술 발표회 발표논문집
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    • pp.145-155
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    • 1996
  • This paper is to describe the development of nesting software for, the materials cutting plan of footware manufacturing processes. In shoes cutting process, almost of the materials cutting plan is dependent upon worker's experience. Thus the pattern nesting by worker's experience for materials cutting is different form the real cutting results and also different from the error size of yield in degree of worker's skill. Recently, a few of domestic shoes makers use of oversee's nesting software. But the nesting software unfits for the domestic actual circumstances, and is complex to use, and is expensive, and is not to be interfaced with the auto cutting machine. Therefore, we have developed the economic nesting systems that are easier for novice to use and fit for the domestic circumstances , which can syncronize with the development of the auto cutting machine. The system comprises interrelated modules for materials information, nesting simulation, utility . The architecture of system, the functions of each module and the information processing procedures of each function are discussed.

신발소재 재단용 채산 소프트웨어 개발

  • 류영근;김행렬
    • 한국산업정보학회논문지
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    • 제1권1호
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    • pp.203-217
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    • 1996
  • This paper is to describe the development of nesting software for the materials cutting plan of footwear manufacturing processes. In shoes cutting process, almost of the materials cutting plan is dependent upon worker's experience. Thus, thepattern nesting by worker's experience for materials cutting is different form the real cutting results and also different form the error size of yield in degree of worker's skill. Recently, a few of domestic shoes' makers make use of oversee's nesting software.But the nesting software unfits for the domestic actual circumstances , and is complex to use , and is expensive , and is not to be interfaced with the auto cutting machine. Therefore , we have developed the economic nesting systems that are easier for novice to use and fit for the domestic circumstances, which can synchronize with the development of the auto cutting machine. The system comprises interrelated modules for materials information, nesting simulation, utility. The architecture of system, the function of each module, and the information processing proceduresof each function are discussed.

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체험적 패션 매장에서 체험 요인이 점포만족도와 점포충성도에 미치는 영향 연구 - 시각적 자극물을 통한 가상 체험을 중심으로 - (The Effects of Experience Factors have on Store Satisfaction and Store Loyalty for Experimental Fashion Stores - Focusing on Virtual Experience by Visual Stimuli -)

  • 채희주;김민영;고은주
    • 복식
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    • 제66권4호
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    • pp.1-17
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    • 2016
  • Fashion stores have to change to fit such the taste of individual customers taste and try to give unique experiences to the customers. They need to develop a special space that entertains customers, and entices them to visit and revitalize the off-line stores. This paper aims to analyze the experimental factors of stores, and how each of the factors impact customer experience in order to find out its effect on store satisfaction and store loyalty. Data was analyzed by using SPSS 18.0 and AMOS 18.0. Results of this study are as follows. First, Visual, Tactile, and Gustatory are the main senses that influence the emotional experience of the customers on a store visit. Second, three factors that influenced customer experience in experimental fashion stores are 'Causing Interest', 'Causing Concern', and 'Causing Relationship.' Third, the 'Causing Interest' factor and the 'Causing Concern' factor showed positive correlation with store satisfaction, while the 'Causing Relationship' factor did not impact store satisfaction, which affected store loyalty. Fourth, each experimental fashion stores can have different effect to consumer satisfaction and loyalty. Also, fashion store brands without an experimental store can cause various effects to consumers when a flagship store with an array of product information is formed. The conclusion drawn from this study will provide a guideline for fashion stores attract faithful customers by improving their store environment.

중학생의 진로성숙도와 성취 목표, 학습 태도 및 학업성취도 실증적 고찰 : 교과연계 진로교육 경험을 중심으로 (An Empirical Study on Career Maturity, Achievement Goal, Learning Attitude and Academic Achievement of Middle School Students : Focused on Subjects-Related Career Education)

  • 함승연
    • 수산해양교육연구
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    • 제24권5호
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    • pp.616-626
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    • 2012
  • The purpose of this study is to verify career maturity, achievement goal, learning attitude and academic achievement relation with subjects-related career education of middle school students. To achieve these aims, this study used SELS(Seoul education longitudinal study) of Seoul Education Research & Information Institute. Also, analysis as well as descriptive statistics calculation on average, deviation, skewness and kurtosis of variable factor and calculated characteristic item and degree of reliability(Cronbach ${\alpha}$). For goodness of fit test, this study used TLI(Tucker-Lewis index) and RMSEA(Root mean square error of approximation). To achieve the ultimate objects, this study used LMA(latent mean analysis) for analysis of difference career maturity, achievement goal, learning attitude and academic achievement relation with subjects-related career education in middle school students. The results are as follows. First, experience relation with subjects-related career education were influenced on career maturity with career cognition. Second, experience relation with subjects-related career education were influenced on achievement goal, learning attitude, and larger than career maturity and academic achievement. Third, experience relation with subjects-related career education were influenced on middle school students more than inexperienced relation with subjects-related career education.

현장체험학습 지원을 위한 안드로이드 LBS 애플리케이션 개발 (Development of a Field-Experience Learning Support Android LBS Application)

  • 현동림;김종훈
    • 정보교육학회논문지
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    • 제15권4호
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    • pp.579-587
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    • 2011
  • 본 연구에서는 스마트폰의 확산으로 인해 확대되고 있는 LBS를 교육 영역에서 활용하고자 현장체험학습 지원을 위한 애플리케이션을 개발하였다. 목적에 맞는 기능을 선정하기 위하여 현직 초등 교사를 대상으로 요구 설문 조사를 실시하였고, 설문 결과 분석을 바탕으로 요구 기능을 반영하여 애플리케이션을 구현하였다. 구현된 애플리케이션은 현직 초등 교사를 대상으로 설명 및 시연을 하고 사용 경험을 제공하여 효과성 검증 설문을 실시하였으며, 설문 결과 학교 현장에서 현장체험학습에 활용 가능성이 높은 것으로 분석되었다.

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Factors Influencing Experiential Value Toward Using Cosmetic AR Try-on Feature in Thailand

  • VONGURAI, Rawin
    • 유통과학연구
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    • 제19권1호
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    • pp.75-87
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    • 2021
  • Purpose: The objective of this research is to identify the core aspects of persuasive factors influencing consumer's experiential value towards using Augmented Reality (AR) try-on feature while shopping cosmetic products online. The conceptual framework of this study is adopted and integrated from the theoretical study on how narrative experience, media richness, and presence affect the formation of experiential value in the augmented reality interactive technology (ARIT) process. Research design, data and methodology: The sample (n = 550) were collected from online and offline questionnaires by using stratified random sampling and purposive sampling methods. Confirmatory Factor Analysis (CFA) and Structural Equation Model (SEM) were used to analyze the data to confirm goodness-of-fit of the model and hypothesis testing. Results: The results indicated that media richness induced higher experiential value (consumer ROI, playfulness, service excellence and aesthetics), followed by narrative experience and presence towards using AR try-on feature. Conclusions: Consumer's experiential value towards using AR try-on feature when shopping cosmetic products online rely on media richness, narrative experience and presence respectively. Therefore, marketing practitioners are recommended to develop the feature design and content to be more useful, authentic, user-friendly and entertaining to better connect and provide confidence to consumers when shopping cosmetics online.

사회적기업의 직무 적합성과 조직 공정성이 직무 몰입에 미치는 영향: 감성적 리더십의 조절효과 (Effect of Job Fit and Organizational Justice on Job Commitment of Social Enterprise: Moderating Effect of Emotional Leadership)

  • 이은희;하규수
    • 벤처창업연구
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    • 제17권4호
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    • pp.205-218
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    • 2022
  • 급변하는 시장 환경속에서 사회적기업이 지속가능성을 유지하기는 점점 힘들어 지고 있는 실정이다. 사회적기업의 열악하고 한정된 자원으로 인하여 인적자원의 핵심역량이 무엇보다도 중요한 시점이다. 사회적기업이 지속가능성을 유지하기 위해서는 근로자들이 안정적으로 본인의 업무에 몰입할 수 있게 여건을 조성하는 것이 매우 시급한 상황이다. 이에 본 연구에서는 사회적기업의 근로자를 대상으로 직무 몰입에 영향을 미치는 요인을 실증적으로 분석함으로서 사회적기업의 지속가능성을 높이고자 했다. 직무 몰입에 영향을 미치는 요인으로 직무 적합성과 조직 공정성 요소를 도출하였다. 또한 이들 간의 관계에서 감성적 리더십의 조절효과도 함께 분석하였다. 이를 위해 사회적기업 근로자를 대상으로 설문조사를 실시하였으며 유효한 260부를 분석에 활용하였다. 실증분석 결과는 다음과 같다. 직무 적합성의 하위 요소인 직무 지식, 직무 기술, 직무 경험, 직무 욕구와 조직 공정성의 하위요소인 분배 공정성, 절차 공정성은 직무 몰입에 유의한 정(+)의 영향을 미쳤다. 반면 조직 공정성의 하위 요소 중의 하나인 상호작용 공정성은 유의성이 검정되지 않았다. 영향력의 크기는 절차 공정성, 직무 경험, 직무 욕구, 분배 공정성, 직무 기술, 직무 지식 순이었다. 감성적 리더십은 직무 지식, 직무 기술, 직무 욕구, 분배 공정성, 절차 공정성과 직무 몰입 사이에 조절역할을 하는 것으로 분석되었다. 하지만 직무 경험, 상호작용 공정성과 직무 몰입 간에는 유의한 조절역할이 검정되지 않았다. 이러한 실증연구 결과는 학술적인 차원에서는 사회적기업이라는 범주내에서 직무 몰입에 영향을 미치는 영향 요소를 실증적으로 분석함으로써 기존 직무 관련 연구의 외연을 확대하였다. 실무적인 차원에서는 다양한 영향 요소 중 직무 경험이 무엇보다 중요한 요소중의 하나로 나타났다. 향후 근로자를 대상으로 하는 교육이나 각종 제도 시행시 필요한 유의한 시사점을 제시하였다.

벤처캐피탈의 투자경험과 직무적합도가 펀드결성과 투자수익률에 미치는 영향력에 관한 연구 (A Study on the Impact of Venture Capital Investment Experience and Job Fit on Fund Formation and Investment Rate of Return)

  • 김대희;하규수
    • 벤처창업연구
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    • 제18권4호
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    • pp.37-50
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    • 2023
  • 벤처캐피탈은 유망한 기술력과 우수인력을 갖춘 창업 초기 단계부터 성장단계의 유망 중소벤처기업에 필요한 자본을 투자하고 경영 및 기술 등을 지원하여 성장 이후 다양한 수단을 통해 투자금을 회수하여 이익을 실현하는 벤처생태계의 핵심주체로서의 역할을 하고 있다. 벤처캐피탈의 업무는 다양한 출자자(LP)를 모집하여 벤처투자조합(펀드)을 결성을 통해 성장성이 있는 중소벤처기업에 투자하고 기업이 성장함에 따라 투자금을 회수하여 출자자들에게 배분과 재투자를 하는 것이다. 벤처투자에 있어 가장 중요한 역할을 담당하고 있는 벤처캐피탈리스트의 주요 업무는 유망기업발굴, 기업분석 및 평가, 투자심사, 사후관리, 투자회수 등이며 특히 임원급 이상의 경우 펀드레이징(펀드결성)이 중요한 업무이다. 벤처캐피탈의 성공지표는 펀드결성과 투자수익률에 있으며 벤처캐피탈리스트는 투자와 회수 및 펀드결성등의 업무성과로 연봉, 성과급, 승진 등 보상이 이루어지고 있다. 최근 급격히 성장하는 벤처투자시장에 비해 투자인력은 부족하며 이에 투자성과 제고를 위해 인력양성과 장기근속을 위한 인프라와 시스템을 갖추기 위해 벤처캐피탈은 많은 노력을 하고 있으나 다른 산업에 비해 벤처캐피탈 산업의 연구 자체가 부족할 뿐만 아니라 주로 계량적인 관점에서 연구가 이루어졌다. 이에 본 연구는 벤처캐피탈의 투자 경험, 권한위임, 직무적합성, 동료 관계 등이 펀드결성과 투자수익률에 미치는 영향력을 연구하고 실증적인 분석하였으며, 투자 경험이 많을수록, 권한위임이 클수록, 직무적합성이 높을수록 동료 관계가 좋을수록 투자성과에 정(+)의 영향을 미쳤다. 이러한 실증연구 결과는 향후 벤처캐피탈은 직무적합성이 높고 투자 경험이 많은 벤처캐피탈리스트가 장기근속을 할 수 있도록 직무환경 조성과 인력운영 전략이 필요하다는 시사점을 제시하였다.

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인터넷 쇼핑몰에서 의류상품에 대한 착의경험 정보제공이 트래픽과 판매성과에 미치는 영향 (The Effect of Trial-Experience Information on the Traffic and Sales Performance of Apparel Product Websites)

  • 김태연;이윤정
    • 한국의류학회지
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    • 제29권11호
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    • pp.1369-1380
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    • 2005
  • This study suggests a strategy of providing apparel product information from the wearers' perspective on Internet shopping malls, as a way of compensating for the lack of opportunities to try on the actual product. On an actual Internet shopping mall that sells apparel product, the 'trial-experience information' (the experiential information provided by the fit models who tried on the products) was provided for 83 different items from four women's wear brands. The traffic and sales performances (number of visitors, page view, gross sales of goods, conversion rate, and the numbers of customer transactions) of the apparel product websites that contain trial-experience information were compared to the performances of the brand's websites before this information was implemented. The changes in percent contribution of these brands in women's wear category were also noted. The specific results are as follows: First, all the four performance measures as well as the percent contribution of the experiment products in women's wear category increased noticeably throughout the experiment period (11 to $103\%$). Second, when the percent contribution of these brands in women's wear category in terms of traffic and sales performances were compared to the previous year, these measures increased between $497\%\;and\;2851\%$. Third, the amount of customer transactions also increased after the trial-information was provided, yet to a relatively smaller extent $(29.04\%\;to\;55.25\%)$. The findings showed that trial-experience information provided on the Internet shopping malls may reduce customers' risk perception and lead to increased sales of apparel product and improve the site use ratio.