• Title/Summary/Keyword: 융합 콘텐츠

Search Result 1,805, Processing Time 0.028 seconds

A comparison study of Nursing Process Competence, Critical Thinking Disposition and Education Satisfaction between Clinical Practicum and School Practicum (임상실습과 교내실습 간의 간호과정 자신감, 비판적 사고 성향, 교육 만족도에 대한 비교 연구)

  • WOO, Jin-Ju
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.5
    • /
    • pp.445-451
    • /
    • 2022
  • This study was conducted to confirm the differences in nursing process competence, critical thinking disposition, and education satisfaction between clinical practicum and school practicum in the prolonged COVID19 pandemic. As an inequality control post-hoc design study, 55 students who agreed to participate in the study among the third year of nursing college students who took adult nursing practice were targeted. Data were collected by classifying the students who participated in the school practicum into the experimental group(N=29) and the students who participated in the clinical practicum into the control group(N=26). The collected data were analyzed using SPSS/WIN 22.0 program. As a result of the study, there was no significant difference in nursing process competence and critical thinking disposition between the two groups. However, in the control group, overall satisfaction with education (t=-9.82, p=.040) and recommendations to other students (t=-1.88, p<.001) were found to be significantly higher. Although it was not possible to confirm the difference between the effects of clinical practicum and school practicum as a result of the study, the significance of the study could be found in that there was no difference. In line with the post-corona era, future research on the development of a practicum program consisting of various contents, teaching methods, and practice to achieve the goal of practicum and analysis of the effectiveness of the program is suggested.

A Study on 3D Virtual Restoration and Convergence Utilization of Gas Masks for Digital Reproduction of War Cultural Heritage (전쟁 문화유산 디지털 재현을 위한 방독면 3D 가상 복원 및 융합 활용 연구)

  • Hyoung-Ki Ahn;Seung-Jun Oh;Ho-Yeon Lee;Young-Guy Lee
    • Journal of Internet of Things and Convergence
    • /
    • v.9 no.1
    • /
    • pp.89-95
    • /
    • 2023
  • In January 2007, the Remains Excavation and Investigation Team of the Ministry of National Defense was established, and full-scale excavation of remains was promoted. Currently, the scope of the excavation is being expanded to Baekma Hill within the DMZ, where fierce battles were fought during the Korean War. Now, many remains and remains are being excavated in Baekma hill. Most are in damaged condition. Therefore, in this study, the original form of the excavated remains was restored using 3D scanning and 3D modeling. This digital restoration method can be an alternative to compensate for the disadvantages of the manual method. Currently, various digital restorations using 3D technology are active in the field of cultural heritage. Digitally restored materials can be used as basic data for digital heritage. Based on this, various contents related to excavation of remains and patriots and veterans can be developed. Furthermore, if digital human restoration is made based on the excavated remains, it will be possible to reproduce the appearance of the dead.

A Qualitative Case Study about Social Support and Participation Experience in Senior Counselling Program (라이프케어를 위한 노인심리상담교육 경험의 사회적 지지와 참여에 관한 질적사례연구)

  • Kim, Yong-Nam
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.3
    • /
    • pp.221-229
    • /
    • 2019
  • This study intended to find out the participants' learning process in senior counselling program for life care and the meanings of senior's social support and participation in society. The study method was conducted with this researcher through a narrative' interview during 15-week learning course of senior counselling program in the life-long learning institute at A university. As the results, it could found that senior trainees were able to enhance their intellectual level through the senior counselling program to enhance their self-esteems and improve their memory through the education. Also, through the license of senior counsellor, they became more sophisticated and developed the abilities of comprehension and empathy about the senior in experiencing the intergenerational interactions in the space of social interactions, and the enjoyment of learning changed the senior's behaviors and increased their life quality. This research identified that a learning process enabled to continue the senior's social support and participation in society and made the senior achieve various interactions and practical learning through the exchange of trainees' various cultures. Based on these results, it is expected that various, systematic educational programs will be able to improve the senior's life care in future.

Development of Mental Health Self-Care App for University Student (대학생을 위한 정신건강 자가관리 어플리케이션 개발)

  • Kang, Gwang-Soon;Roh, Sun-Sik
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.1
    • /
    • pp.25-34
    • /
    • 2019
  • The purpose of this study is to develop a mobile app for mental health self care of university student. User centered design is a research design that applies the subject's needs assessment, analysis, design, development, evaluation, modification and supplement to suit the subjects. In order to manage the mental health of university students, they consisted of four main areas of mental health problems: drinking, sleeping, depression, and stress. It is designed to enable self test content, analysis and notification of inspection results, and management plan for current status of each area. Based on this, I developed an Android based mental health self-care Application. The subject can enter his or her mental health status data to explain the normal or risk level for each result, and the subject can then select the appropriate intervention method that he or she can perform. In addition, we developed a mental health self care calendar that can display the present status of each of the four areas on a day by day basis, and the current status can be expressed in an integrated manner through animations and status bars. The purpose of this study was to develop a mental health self-care app that can be improved by continuous and improved programs.

Early Prediction of Fine Dust Concentration in Seoul using Weather and Fine Dust Information (기상 및 미세먼지 정보를 활용한 서울시의 미세먼지 농도 조기 예측)

  • HanJoo Lee;Minkyu Jee;Hakdong Kim;Taeheul Jun;Cheongwon Kim
    • Journal of Broadcast Engineering
    • /
    • v.28 no.3
    • /
    • pp.285-292
    • /
    • 2023
  • Recently, the impact of fine dust on health has become a major topic. Fine dust is dangerous because it can penetrate the body and affect the respiratory system, without being filtered out by the mucous membrane in the nose. Since fine dust is directly related to the industry, it is practically impossible to completely remove it. Therefore, if the concentration of fine dust can be predicted in advance, pre-emptive measures can be taken to minimize its impact on the human body. Fine dust can travel over 600km in a day, so it not only affects neighboring areas, but also distant regions. In this paper, wind direction and speed data and a time series prediction model were used to predict the concentration of fine dust in Seoul, and the correlation between the concentration of fine dust in Seoul and the concentration in each region was confirmed. In addition, predictions were made using the concentration of fine dust in each region and in Seoul. The lowest MAE (mean absolute error) in the prediction results was 12.13, which was about 15.17% better than the MAE of 14.3 presented in previous studies.

A Proposal for the Design of Augmented Reality Reading Activity Application and Class Model Based On Nuri Curriculum (누리과정을 기반으로 한 증강현실 독후활동 애플리케이션 및 수업 모형 설계 제안)

  • Seo-Young Kim;Tae-Woo Kim;Kyung-Up Lee;Yu-Bin Joe;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.1
    • /
    • pp.355-360
    • /
    • 2023
  • Recently, with the development of digital, children are exposed to a lot of media media. Reading activity decreases, making it difficult to acquire information from books or organize and remember acquired information. Since education with augmented reality increases children's participation and immersion in learning, we proposed a reading activity application with augmented reality technology to increase children's reading interest and creativity. In addition, based on the five nurturing processes, we designed a play-oriented reading activity for the application. In addition to the application suggestions, we designed a play-centered lesson model so that it can be used in actual lessons. In order to analyze the conceptual thinking framework according to the lesson model design, we visited an actual daycare center and conducted a class attended by an expert. Experts who participated were asked to fill out a pre-produced questionnaire to review the suitability of the reading activity class model and operation, and the feasibility was examined. Our lesson model design was based on limited book content, and due to ethical concerns, large-scale experiments with children could not be conducted, so the results of the study are not representative of the whole. However, it is significant that the possibility of running a new reading activity class based on the Nuri course has been examined and proposed.

A study on the Revitalization of Traditional Market with Smart Platform (스마트 플랫폼을 이용한 전통시장 활성화 방안 연구)

  • Park, Jung Ho;Choi, EunYoung
    • Journal of Service Research and Studies
    • /
    • v.13 no.1
    • /
    • pp.127-143
    • /
    • 2023
  • Currently, the domestic traditional market has not escaped the swamp of stagnation that began in the early 2000s despite various projects promoted by many related players such as the central government and local governments. In order to overcome the crisis faced by the traditional market, various R&Ds have recently been conducted on how to build a smart traditional market that combines information and communication technologies such as big data analysis, artificial intelligence, and the Internet of Things. This study analyzes various previous studies, users of traditional markets, and application cases of ICT technology in foreign traditional markets since 2012 and proposes a model to build a smart traditional market using ICT technology based on the analysis. The model proposed in this study includes building a traditional market metaverse that can interact with visitors, certifying visits to traditional markets through digital signage with NFC technology, improving accuracy of fire detection functions using IoT and AI technology, developing smartphone apps for market launch information and event notification, and an e-commerce system. If a smart traditional market platform is implemented and operated based on the smart traditional market platform model presented in this study, it will not only draw interest in the traditional market to MZ generation and foreigners, but also contribute to revitalizing the traditional market in the future.

A Study on the Relationship between Virtual influencer Attributes, Imitation Intention, and Usage Intention (가상 인플루언서의 속성과 모방의도, 이용의도의 관계에 관한 연구)

  • Park, Jinwoo
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.3
    • /
    • pp.245-251
    • /
    • 2022
  • This study attempted to examine the effect of virtual influencer, which is highly interested in consumers, and has recently been increasing the frequency of use in corporate marketing activities. In particular, the purpose is to examine the effect of the attributes of virtual influencer on consumers as an information source for a product or brand. To this end, the effect of perceived attractiveness, trustworthiness, and expertise of virtual influencer on SNS usage intention and imitation intention consumers was examined. As a result of the study, it was found that attractiveness among the attributes of virtual influencer had a positive effect on the usage intention, and attractiveness and trustworthiness had a positive effect on imitation intention. In addition, it was found that imitation intention had a positive effect on usage intention. In other words, the perceived attractiveness of virtual influencer by consumers through SNS is the most important attribute. These findings imply that when virtual influencer is used in marketing, companies must perceive the attractiveness of virtual influencer through content posted on SNS as well as their attributes as information sources. We expect the results of this study to provide major implications for marketing activities such as companies and public institutions that consider using virtual influencer.

A Case Study of SW Project English Teaching through PBL method in an Untact Environment (Untact 상황에서 PBL 교수법을 통한 SW 프로젝트 영어 지도 사례 연구)

  • Lee, Sungock;Kim, Minkyu;Lee, Hyuesoo;Jung, Hoekyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2021.10a
    • /
    • pp.514-517
    • /
    • 2021
  • The purpose of this study is to discover the occupational identity by examining the narrative of the life of a vocational training teacher with self-esteem in programming fields. The following six types of occupational identity were found: 'a positive image of a vocational training teacher(fits oneself)', 'I feel proud of myself while doing vocational training activities.', 'a teacher who continues to develop him/herself as an expert in the subject class', 'a teacher who immerses him/herself as an expert on student change and growth', 'a teacher engaged in leading activities to create opportunities for vocational training', and 'a teacher of continuous pursuit'. This study has significance in exploring the structure of occupational identity recognition and experience of its formation of a self-esteemed vocational training teacher in programming fields, which have not been studied.

  • PDF

A Case Study of eSports' NFT utilization and Discussion of Activation Plan (e스포츠의 NFT 활용 사례와 활성화 방안 논의)

  • JaeHun Kim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.2
    • /
    • pp.493-502
    • /
    • 2023
  • The development of online content is changing the value of society very diversely and rapidly. In particular, the non-face-to-face e-sports industry is growing significantly in the current situation where the COVID-19 Pandemic has not been completely overcome. The use of NFT in the eSports industry is receiving positive reviews as a field with high potential for future growth that protects digital assets of eSports users, but at the same time, it is raising concerns that cash transactions of digital items could encourage gambling. In this study, the characteristics of the recent eSports industry and NFT were identified and classified through case studies using literature, official sites, and online news articles. Through various cases of eSports and NFT, we discussed the potential for future growth and activation plan of the NFT industry of eSports. The result is as follows. First, it is necessary to use NFT using IP of eSports event itself. Second, it is necessary to combine the functional role of the item with NFT to provide features that users can utilize. Third, it is necessary to provide users with opportunities to engage in economic activities using eSports and NFT. Finally, it is necessary to use NFT to strengthen the digital asset protection of eSports users. Through this study, it is expected to be used as a basis for further discussions on the NFT industry of e-sports and as a material for securing competitiveness.