• Title/Summary/Keyword: 직관 요소

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Relationships Among Nursing Professionalism, Nurse Image, and Core Elements of Nursing Professionalism that Nursing Students Perceive (간호대학생이 인지하는 간호전문직관, 간호사 이미지, 간호전문직업성 핵심요소간의 관계)

  • Cho, Hun Ha;Kim, Nam Hee
    • The Journal of Korean Academic Society of Nursing Education
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    • v.20 no.4
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    • pp.548-557
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    • 2014
  • Purpose: This study investigates the level of nursing professionalism and factors that affect nurse perceptions. Method: This study is a descriptive study involving 443 nursing students from two universities. Data were collected in September 2012 via a structured self-report questionnaire and subsequently analyzed using descriptive statistics, t-tests, one-way ANOVA, Pearson correlation coefficients, and multiple regression. Results: The mean scores for nurse image, core elements of nursing professionalism and nursing professionalism were $3.65{\pm}.46$, $4.17{\pm}.39$ and $3.59{\pm}.45$, respectively. Nursing Professionalism had a significant positive correlation with nurse image (r=.749, p<.001) and core elements of nursing professionalism (r=.365, p<.001). In multiple linear regression, factors that influenced nursing professionalism were: temperament as nurses, professionalism, vision of career, role performance of nurses' image, and fundamental nursing practical experience. These variables explained about 58.8% of the total variance in nursing professionalism. Conclusion: For more positive nursing professionalism among students, more attention should be paid to enhancing the positive image of nurses. Doing so can serve as a fundamental resource for the development of appropriate strategies for nursing professionalism.

Development of Casual MMORPG for Pre-Teenagers -Focus on UI- (유소년층 타깃의 캐주얼 MMORPG 개발 -UI를 중심으로-)

  • Yoo, Wang-Yun
    • The Journal of the Korea Contents Association
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    • v.8 no.2
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    • pp.125-131
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    • 2008
  • When developing MMORPG targeting pre-teenagers, developer has to consider the users' psychology and physiology characteristics. In the product of endless decision making in the game play, pre-teenagers make improvised choice and make intuitional decision. Therefore, based on users understanding, the Alpha version of online game has been shown and examined its usability through FGI. In conclusion, the game interface integrating with story-telling based leads the users more into the game. Also, it is more important to post in game screen layout by importance of the information or frequency in using In addition, it is inspected that when users control the interface mentioned above, the response had to be quick and precise.

Study on Human Motion based Smartphone UX Pattern using User Experience Design (사용자 경험 디자인을 이용한 인간 동작 기반 스마트폰 UX 패턴 연구)

  • Joo, Jeong-Gyu;Lee, Jun-Hwan;Cho, Han-Jin
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.345-350
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    • 2012
  • People established a network much more using smart equipments by means of the development of the mobile industry. They can get useful information easily, make new personal connections and communities, and form various personal connections using the communities. The importance of contact, timing, and utility of time plays an important role in human relations. Many programs related to personal relations are already saturated. In other words, they are very significant and difficult to use. Many programs that didn't be concerned ahead of time about how to deal with a lot of the amount of information effectively and take it out in order to use it could bring about negative results. Human being already makes use of physical-empirical language in all of the conscious and unconscious areas. This study begins at the supposition that how to make it easy to apply humane gestures and languages to applications with portable equipment close to human beings.

Development and Application about Program for Enlightened and Productive Creativity by Using Moire Pattern (무아래 패턴을 이용한 깨달음과 생산적 창의성 신장 프로그램 개발과 적용)

  • Yuk, Keun-Cheol;Kim, Yong-Guk;Cramond, Bonnie
    • Journal of Gifted/Talented Education
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    • v.17 no.1
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    • pp.193-213
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    • 2007
  • We present a creative program model for encouraging the creative ability of gifted students by using overlapped patterns found in every day life. This model is based on the basic concept that the purpose of physics education is enlightenment from around the world. Combining both the Western perspective of creativity as productivity and the Eastern perspective of creativity as enlightenment, a Program for Enlightened and Productive Creativity(PEPC) for teaching inquiry was devised. This Program for Enlightened and Productive Creativity describes stages through which a student is guided to solve a problem using increasingly complex observation, inquiry, and experimentation. The use of this model in teaching is illustrated through a physics lesson of moire patterns using overlapping patterns found in our every day life. A case is made that PEPC can be applied to teaching general students as well as gifted students and in different content areas. PEPC model is applied to general students in middle school, scientifically gifted students and physics teachers.

A Bio Edutainment Contents System based on Virtual Reality (가상현실 기반의 바이오 교육 콘텐츠)

  • Lee, Jun;Park, SungJun;Kim, HyungSeok;Kim, Jee-In
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.59-65
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    • 2009
  • An Edutainment Contents help the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Edutainment contents can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Edutainment that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on the system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users.

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Research on Effective Use of A Serious Bio-Game (기능성 Bio-Game의 활용 방안에 관한 연구)

  • Park, Sung-Jun;Lee, Jun;Kim, Jee-In
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.93-103
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    • 2009
  • A Serious Game helps the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Serious Game can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Serious Game that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on a such system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users. The proposed system was evaluated in performance comparison in result time of a new drug design process on AIDS virus with previous approach.

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Improving Visual Object Query language (VOQL) by Introducing Visual Elements and visual Variables (시각 요소와 시각 변수를 통한 시각 객체 질의어(VOQL)의 개선)

  • Lee, Seok-Gyun
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.6
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    • pp.1447-1457
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    • 1999
  • Visual Object Query language(VOQL) proposed recently is a visual object-oriented database query language which can effectively represent queries on complex structured data, since schema information is visually included in query expressions. VOQL, which is a graph-based query language with inductively defined semantics, can concisely represent various text-based path expressions by graph, and clearly convey the semantics of complex path expressions. however, the existing VOQL assumes that all the attributes are multi-valued, and cannot visualize the concept of binding of object variables. therefore, VPAL query expressions are not intuitive, so that it is difficult to extend the existing VOQL theoretically. In this paper, we propose VOQL that improved on these problems. The improved VOQL visualizes the result of a single-valued attribute and that of a multi-valued attribute as a visual element and a subblob, respectively, and specifies the binding of object variables by introducing visual variables, so that the improved VOQL intuitively and clearly represents the semantics of queries.

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A study on the historico-genetic principle revealed in Clairaut's (Clairaut의 <기하학 원론>에 나타난 역사발생적 원리에 대한 고찰)

  • 장혜원
    • Journal of Educational Research in Mathematics
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    • v.13 no.3
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    • pp.351-364
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    • 2003
  • by A.C. Clairaut is the first geometry textbook based on the historico-genetic principle against the logico-deduction method of Euclid's This paper aims to recognize Clairaut's historico-genetic principle by inquiring into this book and to search for its applications to school mathematics. For this purpose, we induce the following five characteristics that result from his principle and give some suggestions for school geometry in relation to these characteristics respectively : 1. The appearance of geometry is due to the necessity. 2. He approaches to the geometry through solving real-world problems.- the application of mathematics 3. He adopts natural methods for beginners.-the harmony of intuition and logic 4. He makes beginners to grasp the principles. 5. The activity principle is embodied. In addition, we analyze the two useful propositions that may prove these characteristics properly.

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Hierarchical Circuit Visualization for Large-Scale Quantum Computing (대규모 양자컴퓨팅 회로에 대한 계층적 시각화 기법)

  • Kim, JuHwan;Choi, Byung-Soo;Jo, Dongsik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.611-613
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    • 2021
  • Recently, research and development of quantum computers, which exceed the limits of classical computers, have been actively carried out in various fields. Quantum computers, which use quantum mechanics principles in a way different from the electrical signal processing of classical computers, have various quantum mechanical phenomena such as quantum superposition and quantum entanglement. It goes through a very complicated calculation process compared to the calculation of a classical computer for performing an operation using its characteristics. In order to utilize each element efficiently and accurately, it is necessary to visualize the data before driving the actual quantum computer and perform error verification, optimization, reliability, and verification. However, when visualizing all the data of various elements configured inside the quantum computer, it is difficult to intuitively grasp the necessary data, so it is necessary to visualize the data selectively. In this paper, we visualize the data of various elements that make up a quantum computer, and hierarchically visualize the internal circuit components of a quantum computer that are complicatedly configured so that the data can be observed and utilized intuitively.

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A Design of Event Service for JavaRmi Distributed Objects (JavaRmi 분산객체를 위한 이벤트 서비스의 설계)

  • 김현규;우양우;박양수;이명준
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10a
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    • pp.412-414
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    • 1998
  • 대규모의 분산 응용시스템은 일반적으로 다수의 구성요소로 이루어져 있으며, 그 구성요소간의 상호작용을 위해 필요한 이벤트의 전달 구조가 다소 복잡한 특성을 지닌다. 이러한 이벤트의 다중처리 문제는 나이도가 높은 구현기법 중 하나이므로, 보다 안정적인 분산 응용시스템을 효율적으로 개발하기 위해서는 이벤트의 다중처리를 위한 기반 시스템을 제작, 지원하는 것이 바람직하다. 본 논문에서는 Java에서 분산객체개념을 도입한 JavaRmi환경에서 이벤트의 체계적인 다중처리를 위한 서비스를 설계함으로써, Java개발자가 보다 안정적이고 효율적인 방법으로 분산응용시스템을 구축할 수 있도록 지원하기 위한 방법을 제안하고자 하였다. 본 논문에서는 제안한 JavaRmi이벤트 서비스 시스템은 JavaRmi를 기반으로 하여, JavaRmi시스템이 지닌 효율성과 대중성의 잇점을 충분히 활용할 수 있도록 설계되었다. 이러한 기본적인 잇점 이외에도 이벤트 서비스의 설계에 있어서 직관적인 인터페이스, 그룹별 이벤트 서비스의 생성과 관리 기능. 병행성과 동기화 도구 등의 기능을 추가하여, 분산 응용시스템의 개발시 자주 요구되는 이벤트 처리를 위한 Java 개발자의 노력을 최소화할 수 있도록 지원하고자 하였다.

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