• Title/Summary/Keyword: real-time Case Management community

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Smart mobile support for HTML5-based real-time Community Case Management System Development (스마트 모바일 지원을 위한 HTML5 기반의 사례관리 실시간 커뮤니티 시스템 개발)

  • Lee, Bong Soo;Kim, Bong Han;Oh, Dong Sik
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.289-294
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    • 2012
  • In this paper, we take advantage of the characteristics of mobile smartphones can be serviced without the constraints of time and space, and Study was developed by a variety of mobile services were done in a traditional offline can be implemented in real-time Case Management Community. To this end, in addition to general PC/laptop, smart mobile until the configuration interface provide the same environment for HTML5 Web Switching and Optimal Network on the same device-specific browser Size to the implementation of the next generation of Web standards, HTML5-based integrated case management Web and Mobile Web. Hybrid App Development OS supports various kinds of smart devices based on SenchaTouch Mobile Framework between the server real-time synchronization and message through the implementation of the Push Notification function, administrators and guardians real-time two-way communication between the subjects is a real-time implementation of the system was implemented Case Management Community.

Development of Smartphone Application for Cognitive Behavioral Therapy-Based Case Management in Patients with Schizophrenia (조현병 환자의 인지행동치료 기반 사례관리를 위한 스마트폰 애플리케이션 개발)

  • Kim, Sung-Wan;Lee, Ga-Young;Yu, Hye-Young;Park, Ji-Hyun;Lee, Yong-Sung;Kim, Ju-Wan;Park, Cheol;Lee, Ju-Yeon;Lee, Yo-Han;Kim, Jae-Min;Yoon, Jin-Sang
    • Korean Journal of Schizophrenia Research
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    • v.19 no.1
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    • pp.10-16
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    • 2016
  • Objectives : This article aims to describe the development of smartphone application for the case management of patients with schizophrenia. Methods : Gwangju Bukgu-Community Mental Health Center developed and launched a smartphone application (HYM) for cognitive-behavioral case management and symptom monitoring. The development of the application involved psychiatrists, nurses, social workers, psychologists, and software technicians from a software development company (Goosl Corp.). Results : The HYM application for clients includes six main modules including Thought record, Symptom record, Daily life record, Official notices, Communication, and Scales. The key module is the 'Thought Record' for self-directed cognitive-behavioral treatment (CBT). When the client writes and sends the self-CBT sheet to the case manager, the latter receives a notification and can provide feedback in real time. 'Communication' and 'Official notices' are useful for promoting communication between case managers and clients with schizophrenia. Ratings in 'Symptom record', 'Daily life record', and 'Scales' modules are stored in graphic or table form representing changes in them and shared with case managers. Conclusion : The interactive function of this application is the key characteristics that distinguishes it from other mobile self-treatment tools. This smartphone application may contribute to the development of a youth- and customer-friendly case management system for individuals with early psychosis.

Perspective on Forest Conservation: A Case Study of Community at Gana Resettlement and Integrated Development Project (GRID), Sabah, Malaysia

  • Yahya, Hardawati;Idrus, Roszehan Mohd.;Talib, Hamimah;Fong, Eunice
    • Journal of Forest and Environmental Science
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    • v.28 no.3
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    • pp.185-193
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    • 2012
  • This study was carried out in Gana Resettlement and Integrated Development (GRID) Project as a pioneer model for Community-Based Forest Management (CBFM) in Sabah, Malaysia. The GRID project is developed to improve community livelihood as well as to promote community involvement in CBFM and at the same time to lessen community encroachment and traditional farming practices inside the forest conservation area. The objectives of this study are: (i) to identify the dependency of local community on forest resources; (ii) to examine local community's roles in conserving forest resources and, (iii) to analyze their views on GRID project in conserving forest. Interviews were conducted with randomly selected 130 households at the GRID project using semi structured questionnaires comprising closed and open-ended questions. The study reveals that community dependency on forest resources have lessened after the resettlement of the GRID project. The community shows positive perspective on their contribution for conserving the forest resources. However, the community's willingness to contribute as well as their real contribution can be further improved. The study recommends the government to create more effective training and relevant activities to improve the livelihood of community as well as to increase their positive perception on forest conservation efforts. Further research to strengthen the relationship between local community and forest governance through forest conservation is also recommended.

A Study on the Corporate Social Responsibility Execution for Sustainable Development of Regional Community: In Case of POSCO Gwangyang Works. (지역사회의 지속가능발전을 위한 기업의 사회적 책임 수행 연구 : POSCO 광양제철소를 사례로)

  • Lee, Sang-Seok;Kim, Chong-Sung
    • Journal of the Economic Geographical Society of Korea
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    • v.10 no.4
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    • pp.444-460
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    • 2007
  • The purpose of this study is to investigate the logical bases and the real situation of the CSR(corporate social responsibility) execution in the context of local governance. Basically, some management necessities to establish a strategic relationship between a firm and its regional community, is the main reason of CSR execution in the region or in general. Although some costs in forms of money or manpower or resources, should be paid to execute the CSR in a short term, there are so many advantages resulting from it in terms of long time periods. Corporate social responsibility seeks to induce a sustainable harmony or interdependent relationship between the firm and its regional community. In case of POSCO Gwangyang works, so much various forms of community contributions are promoted as a part of CSR executions from the passive reaction for civil petitions to the good corporate citizenship activities. In spite of such an active CSR execution in Gwangyang works, there seems to be required that another way within the works should be explored in order to make it much more effective. Optimal distribution of various resources which are called out for the CSR, is one of the key factors that can affect the strategic result of CSR.

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Web-Based Remote Management of Industrial Inverter using Embedded Linux (임베디드 리눅스를 이용한 산업용 인버터의 웹 기반 원격 관리)

  • 조덕연;최병욱
    • Journal of Institute of Control, Robotics and Systems
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    • v.9 no.4
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    • pp.340-346
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    • 2003
  • Driven by the growth of the Internet and the increasing ubiquity of embedded computing systems, the embedded system is exploding in terms of it proliferation of products and the number of complex applications. Intelligent dedicated systems and appliances used in interface, monitoring, communications, and control applications increasingly demand the services of a sophisticated, state-of-the-art operating system. In the case of industrial controller, it is required to use a real-time operating system (RTOS) as a good building block to enable Internet connectivity. However, commercial RTOSes are increasingly less desirable due to their lack of standardization and their inability to keep pace with the rapid evolution of technology. In order to overcome these problems, we consider using embedded Linux and embedded web server. Availability of source code, reduced licensing, reliability, open source community support, as well as others, are key reasons for the use of embedded linux by embedded developers. In this paper, we develop embedded linux platform to control the industrial inverter with the Internet connecting feature. The method of web-based management is also proposed by using the embedded web server and Java applet. We show the feasibility of remote management for the commercial inverter controller with the proposed three-tier web-based remote management system.

Prediction of the DO concentration using the machine learning algorithm: case study in Oncheoncheon, Republic of Korea

  • Lim, Heesung;An, Hyunuk;Choi, Eunhyuk;Kim, Yeonsu
    • Korean Journal of Agricultural Science
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    • v.47 no.4
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    • pp.1029-1037
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    • 2020
  • The machine learning algorithm has been widely used in water-related fields such as water resources, water management, hydrology, atmospheric science, water quality, water level prediction, weather forecasting, water discharge prediction, water quality forecasting, etc. However, water quality prediction studies based on the machine learning algorithm are limited compared to other water-related applications because of the limited water quality data. Most of the previous water quality prediction studies have predicted monthly water quality, which is useful information but not enough from a practical aspect. In this study, we predicted the dissolved oxygen (DO) using recurrent neural network with long short-term memory model recurrent neural network long-short term memory (RNN-LSTM) algorithms with hourly- and daily-datasets. Bugok Bridge in Oncheoncheon, located in Busan, where the data was collected in real time, was selected as the target for the DO prediction. The 10-month (temperature, wind speed, and relative humidity) data were used as time prediction inputs, and the 5-year (temperature, wind speed, relative humidity, and rainfall) data were used as the daily forecast inputs. Missing data were filled by linear interpolation. The prediction model was coded based on TensorFlow, an open-source library developed by Google. The performance of the RNN-LSTM algorithm for the hourly- or daily-based water quality prediction was tested and analyzed. Research results showed that the hourly data for the water quality is useful for machine learning, and the RNN-LSTM algorithm has potential to be used for hourly- or daily-based water quality forecasting.

A Case on Residens' Participation Workshop for Cohousing Plan (코하우징 계획을 위한 주민참여 워크숍 사례 - 30~40대 주부를 대상으로 -)

  • Cho, Jeong-Hyun;Choi, Jung-Shin
    • Journal of Families and Better Life
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    • v.27 no.6
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    • pp.155-169
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    • 2009
  • Resident participation plays much of a rule to the cohousing, which is organized independently and has the characteristics of community life, especially in the initial state of cohousing process. However, it is hard to realize the resident participation in proper order due to lack of a personal time, individual effort and an insufficient knowledge related with cohousing. So, it is thought that the guidance of cohousing expert and coordinator is needed to enable the residents to perform in an active attitude. The development of educational program and workshop connected with resident participation is also accompanied. In this study, to make the positive and systematic participation of cohousing residents, we established the workshop program and performed workshop with our developed program, based on preceding researches and examples. We selected the object of workshop as five housewives in thirties and forties. Workshop was consisted of six process steps. (1) Introduction and question of workshop and cohousing (2) examining and arranging the opinion (3) Master plan of cohousing village (4) Planning of common living space (5) Planning of individual living space (6) Analysis of final results and evaluation of workshop. The workshop held six times and it took about five~six hours per each meeting. Workshop participants expressed their opinion actively and attended in a positive manner in order to the design of their desired village and cohousing. During workshop process, the players established the common target of their village by means of life card, target card game. Also, based on the common target, the layout of village was planned using a collage game and card arrangement game. By workshop activity, the members started to recognize the significance of participation on the drawing board and improve their technique of communication and decision-making. Furthermore, workshop process made it possible to approach the concrete forms of their cohousing village. Especially, in the closing phase, the participant satisfaction about workshop and cohousing is increased suddenly and expressed their intention to join the real workshop related with cohousing.

Seropositivity and Serointensity of Toxoplasma gondii Antibodies and DNA among Patients with Schizophrenia

  • Omar, Ainsah;Bakar, Osman Che;Adam, Nor Fatini;Osman, Hakim;Osman, Arina;Suleiman, Ahmad Hatim;Manaf, Mohd Rizal Abdul;Selamat, Mohd Ikhsan
    • Parasites, Hosts and Diseases
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    • v.53 no.1
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    • pp.29-34
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    • 2015
  • The aim of this cross sectional case control study was to examine the serofrequency and serointensity of Toxoplasma gondii (Tg) IgG, IgM, and DNA among patients with schizophrenia. A total of 101 patients with schizophrenia and 55 healthy controls from Sungai Buloh Hospital, Selangor, Malaysia and University Malaya Medical Center (UMMC) were included in this study. The diagnosis of schizophrenia was made based on the Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition (DSM-IV). The presence of Tg infection was examined using both indirect (ELISA) and direct (quantitative real-time PCR) detection methods by measuring Tg IgG and IgM and DNA, respectively. The serofrequency of Tg IgG antibodies (51.5%, 52/101) and DNA (32.67%, 33/101) among patients with schizophrenia was significantly higher than IgG (18.2%, 10/55) and DNA (3.64%, 2/55) of the controls (IgG, P=0.000, OD=4.8, CI=2.2-10.5; DNA, P=0.000, OD=12.9, CI=2.17-10.51). However, the Tg IgM antibody between patients with schizophrenia and controls was not significant (P>0.005). There was no significant difference (P>0.005) in both serointensity of Tg IgG and DNA between patients with schizophrenia and controls. These findings have further demonstrated the strong association between the active Tg infection and schizophrenia.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

Status of Agrometeorological Information and Dissemination Networks (농업기상 정보 및 배분 네트워크 현황)

  • Jagtap, Shrikant;Li, Chunqiang
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.6 no.2
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    • pp.71-84
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    • 2004
  • There is a growing demand for agrometeorological information that end-users can use and not just interesting information. lo achieve this, each region/community needs to develop and provide localized climate and weather information for growers. Additionally, provide tools to help local users interpret climate forecasts issued by the National Weather Service in the country. Real time information should be provided for farmers, including some basic data. An ideal agrometeorological information system includes several components: an efficient data measuring and collection system; a modern telecommunication system; a standard data management processing and analysis system; and an advanced technological information dissemination system. While it is conventional wisdom that, Internet is and will play a major role in the delivery and dissemination of agrometeorological information, there are large gaps between the "information rich" and the "information poor" countries. Rural communities represent the "last mile of connectivity". For some time to come, TV broadcast, radio, phone, newspaper and fax will be used in many countries for communication. The differences in achieving this among countries arise from the human and financial resources available to implement this information and the methods of information dissemination. These differences must be considered in designing any information dissemination system. Experience shows that easy across to information more tailored to user needs would substantially increase use of climate information. Opportunities remain unexplored for applications of geographical information systems and remote sensing in agro meteorology.e sensing in agro meteorology.