• Title/Summary/Keyword: 콘텐츠 효과 평가

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Evaluation 4D-CT Simulation used of Motion Organ and Tumor for Respiratory Gated Radiation Therapy (호흡동조방사선치료를 위한 4D-CT simulation을 이용한 동적장기와 종양 움직임 평가)

  • Kim, Seung-Chul;Kim, Min-A
    • The Journal of the Korea Contents Association
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    • v.15 no.9
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    • pp.395-402
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    • 2015
  • when the radiation therapy of chest and abdomen, evaluation of the tumor motion and the data was used to minimize damage to normal tissues by separating the tumor and normal tissue and maximize tumor therapeutic effect. Lung and liver cancer each 20 patients based on the 50% top phase using 4D-CT simulation and Light speed-16 of shooting equipment 30 ~ 70 % gating phase interval and 0 ~90 % movement in the full phase interval was measured. If the full phase 0 ~ 90% with gating phase 30~70% of tumors in the liver and lung is shown the biggest difference compared to the motion and the size of the GTV was the largest difference in the I(inferior), full phase 0~90% degree of tumor motion only when a relatively large, gating phase to 30~70% of the tumor when the movement has been found that the reduced average 7.1mm. In the 4D-CT simulation comparing the motion value when the full phase 0~90 % and gating phase 30~70 % when the motion value, twice in the gating phase 30~70 % more than full phase 0~90 % showed a small movement value. The exposure to normal tissues, based on the results obtained from the 4D-CT simulation can be significantly alleviated, After treatment will reduce pain and disability in patients with radiation is expected to be able to effective treatment.

Evaluation on Organ Dose and Image Quality by Changing kVp and Ion Chamber Combination while Taking Digital Chest Lateral Decubitus PA Projection (디지털 흉부 측와위 후전방향 검사 시 Ion chamber조합 설정과 관전압 변화에 따른 장기선량 및 화질 평가)

  • Lee, Jin-Soo;Park, Hyong-Hu
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.316-323
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    • 2015
  • In this study, we analyzed radiation dose and MTF with setting of Ion chamber and changing kVp so that we are able to suggest acquiring optimized diagnostic images and minimizing patient dose. we assumed right lateral decubitus position among chest decubitus projection and set 7 combination of Ion chamber. By changing kVp(100, 110, 120, 130kVp), we exposed x-ray five times respectively and calculated average value after measuring entrance dose. we input the entrance dose value to PCXMC Monte carlo simulation tool and calculated organ dose and effective dose. Then we did physical image evaluation with MTF for the purpose to compare image quality. As a result, the high kVp, entrance dose is reduced. As change of ion chamber, when selecting second ion chamber, both organ dose and effective dose were the lowest. In contrast, selecting first ion chamber was the highest. MTF is superior to set second Ion chamber and using 120 kVp. Consequently, when taking chest right lateral decubitus using Digital radiography, the optimized combination which have both reducing dose efficiently without declining image quality and aquring good qualified image is set 120 kVp and selecting second Ion chamber.

Design and Implementation of a Question Management System based on a Concept Lattice (개념 망 구조를 기반으로 한 문항 관리 시스템의 설계 및 구현)

  • Kim, Mi-Hye
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.412-425
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    • 2008
  • One of the important elements for improving academic achievement of learners in education through e-learning is to support learners to study by finding questions they want with providing various evaluation questions. However, most of question retrieval systems usually depend on keyword search based on only a syntactical analysis and/or a hierarchical browsing system classified by the topics of subjects. In such a system it is not easy to find integrative questions associated with each other. In order to improve this problem, in this paper we proposed a question management and retrieval system which allows users to easily manage questions and also to effectively find questions for study on the Web. Then, we implemented a system that gives to access questions for the domain of C language programming. The system makes it possible to easily search questions related to not only a single theme but also questions integrated by interrelationship between topics and questions. This is done by supporting to be able to retrieve questions according to conceptual interrelationships between questions from user query. Consequently, it is expected that the proposed system will provide learners to understand the basic theories and the concepts of the subjects as well as to improve the ability of comprehensive knowledge utilization and problem-solving.

Evaluation of IT Internship Program based on CIPP Model (CIPP모형을 활용한 IT분야 산학협업 인턴쉽 프로그램에 대한 평가)

  • Lee, Jung-Mann;Yang, Hae-Bong;Shin, Jun-Woo;Seol, Jong-Sun
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.457-467
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    • 2010
  • The purpose of this study is to develop New-IT internship and to search for the way to reduce quality mismatch and unemployment ratio and to ultimately enhance its effectiveness of university-industry collaboration(UIC) in the field of information technology in Korea. To achieve the goal of this study, we tried to come up with more job creation than educational UIC. The survey(based on CIPP model) based on the reaction of companies and interns participating in IT internship program promoted by MKE(Ministry of Knowledge and Economy) shows that intern experience helped them to get jobs and longer intern period gave them to find job more easily. This program is designed to focus on intern matching between students' major and their intern jobs, and requires new employees' level of job quality. They(56%) preferred to hire local college students majoring in special technology area related to regional innovation industry cluster. It also found that intern companies(87%) wanted to participate in this program again and hired intern students(61%) as showing the possible connection of internship and employment. IT Internship program affected students(68.3%) good images about small and medium enterprises(SME) after finishing internship.

Study About the Capstone Design Education for the Growth of Local Design Industries - Based on the Exhibitional Project, 'Jeju Tamranun Idea' (지역디자인 산업발전을 위한 캡스톤 디자인교육 사례연구 - '제주 탐라는아이디어전'을 중심으로)

  • Kim, Jong-Min
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.653-662
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    • 2021
  • This is a thesis about the whole process of cooperative study for the project, 'Jeju Tamranun idea' which produced by Capstone Design Class in communication design Dept, Hongik University. The purpose of this thesis is to know the primary educational goal and essence of capstone design class and to find the enhancement plan for the local design industry. The exhibitional project, 'Jeju Tamranun idea' was operated three times by hongik university with the company based on Jeju from 2017 to 2019. After the research, There are three positive effects of this project which are the new social function of the discarded assignments, the improvement of educational standard through the autonomous competition, and the growth of students' social consciousness in the process of considering local industries. And there are several points to be reviewed for a better capstone design class with local design industries. It is necessary to utilize the untact system for solving distance issues. And also, absolute evaluations, giving equal reward, and copyright protection are needed. Lastly, the continuous development of the curriculum to improve local design industries is needed.

The Effect of Quality of Life and Perceived Fairness on Support for Real Estate Deregulation: the Moderating Role of the Prospect of Upward Social Mobility (삶의 질과 공정성에 대한 인식이 부동산 규제 완화 지지에 미치는 영향: 계층상승에 대한 전망의 조절효과를 중심으로)

  • Roh, Minjung
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.203-213
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    • 2022
  • This study aims to examine the impact of decline in quality of life on perceived fairness and support for real estate deregulation. The rise of dissatisfaction due to the deterioration in the quality of life can increase the blame for the unfairness of the external social system, which may boost support for government-led market regulation to correct such unfairness. This impact of perceived fairness on quality of life furthermore could be more pronounced when the prospect of upward social mobility is pessimistic. That is, when people expect that they are more likely to be the socially underprivileged who are to be more vulnerable to the fallout from the unfair operation of social system, the possibility of associating the deterioration in quality of life and the decrease in perceived fairness could be more pronounced. To test these predictions, this study used the dataset comprising a total of 6,300 survey responses and substantiated such predictions. Overall, these results not only offer an opportunity to take a more detailed look at the underlying causes of the recent rise of the issue of fairness, but also contribute to broadening the understanding of how individual support for government's deregulation of real estate varies as a function of perceived fairness and prospect of upward social mobility.

Instructional Design of m-Learning for Effective PBL in Engineering Education (공학교육에서 효율적 PBL을 위한 m-러닝 교수설계)

  • Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.3
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    • pp.619-623
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    • 2018
  • This paper aimed to design a computer course teaching-learning strategy for (m-learning?) to be used in a Problem Based Learning (PBL) environment. The research findings were as follows. Firstly, learning contents were provided as educational tools for mobile device usage. The educational contents provided were designed for effective usage on mobile devices, such as smartphones, thereby making mobile devices suitable for use as learning tools. Secondly, learning contents for PBL were provided. PBL problems (for computer engineering courses) were made with the principles of teaching plans. The learning objectives were achieved through the problem-solving progress of the learners and their self-directed and cooperative learnings. Thirdly, learning resources were provided that were easily accessible through smartphones, laptops and PDAs. This study is about the PBL instructional design of creative engineering design subjects, which aims to foster talent. The PBL model developed in this study consists of Analysis, Design, Development, Implementation, and Evaluation. We made a plan for creative engineering design subjects based on PBL, and focused on the process of PBL. This research was able to establish the basis for PBL usage in Engineering Schools and help achieve its ultimate goal of endowing professional intellectuals with creative problem-solving abilities.

Exploring the Factors of Serendipity in Online Video Environment (온라인 동영상 환경에서의 세렌디피티 요인에 관한 탐색)

  • Baek, Sodam;Lee, Wonyoung;Chae, Anbyeong;Hwang, Eunyoung;Kim, Sungwoo
    • Journal of the HCI Society of Korea
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    • v.12 no.3
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    • pp.25-33
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    • 2017
  • Current video service market doesn't satisfy the users' needs who want to find new and interesting contents despite the vast amount of contents. Now it is continuously necessary to Study on technology and using experience is continuously required in online video service area to stimulate the watching motivation efficiently with such as recommendation or promotion. One of efficient ways of increasing the using motivation is to give the users pleasure when they use the services. This study focused on 'unexpected funny finding' as a strategy of providing pleasure of using. It was believed that it could increase the pleasure of using the service, if serendipity, which means unexpected pleasure, accidental finding such as finding a beautiful $caf{\acute{e}}$ or meeting a friend at a certain place unexpectedly, is applied. This study defines the serendipity as 'contents that give unexpected pleasure' at the online video environment. First it theoretically extracted the various characteristics of serendipity through reading many books. Next it verified the other concept of serendipity through the diary of users' survey to additionally extract the characteristics of serendipity at video environment that are hard to find in books. It formed estimation items for the characteristics of the extracted serendipity and tested them in youtube to confirm the characteristics of serendipity being found in video service and observe potential factors that make it. As a result if verified and confirmed four factors that cause serendipity at video environment. This study could be used as basic data to understand the concept of serendipity. It has an academic meaning in the point that it could be a useful reference for the future study that analyzes the role or effect of serendipity at IT area including online video service.

Usability index evaluation system for mobile WAP service (무선인터넷 서비스 사용성 지수 평가 체계)

  • Park, Hwan-Su
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.152-157
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    • 2008
  • The customer satisfaction of WAP service greatly relies on the usability of the service due to the limited display size of a mobile phone and limitation in realizing UI (User Interface) for function keys, browser, and OS (operating system) Currently, a number of contents providers develop and deliver varying services, and thus, it is critical to control quality level of UI in consistent standards and manner. This study suggests usability index evaluation system to achieve consistent UI quality control of various WAP services. The system adopts both top-down and bottom-up approaches. The former concerns deriving UI design components and evaluation checklists for the WAP, based on the usability attributes and UI principles. The latter concerns deriving usability-related evaluation checklists from the established UI design features, and then grouping them from the viewpoint of usability principles and attributes. This bidirectional approach has two outstanding advantages: it allows thorough examination of potential elements that can cause usability problems from the standpoint of usability attributes, and also derives specific evaluation elements from the perspective of UI design components that are relevant to the real service environment. The evaluation system constitutes a hierarchical structure by networking usability attributes, UI guideline which indicates usability principles for each attribute, and usability evaluation checklist for each UI component that enables specific evaluation. Especially, each evaluation checklist contains concrete contents and format so that it can be readily marked in O/X. The score is based on the ratio of number of items that received positive answer to the number of total items. This enables a quantitative evaluation of the usability of mobile WAP service. The validity of the proposed evaluation system has been proved through comparative analysis with the real usability problems based on the user test. A software was developed that provides guideline for evaluation objects, criteria and examples for each checklist, and automatically calculates a score. The software was applied to evaluating and improving the real mobile WAP service.

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A Study of 'Hear Me Later' VR Content Production to Improve the Perception of the Visually-Impaired (시각 장애인에 대한 인식 개선을 위한 'Hear me later' VR 콘텐츠 제작 연구)

  • Kang, YeWon;Cho, WonA;Hong, SeungA;Lee, KiHan;Ko, Hyeyoung
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.99-109
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    • 2020
  • This study was conducted to improve the education method for improving perception awareness of the visually-impaired. 'Hear me later' was designed and implemented based on VR content that allows the visually-impaired experience in the eyes and environment. The main target is from middle and high school students to adolescents in their twenties. It is consisted of a student, the user's daily life with waking up at home in the morning, going to school, taking classes at school, and disembarking home late in the dark. In addition, 10 quests are placed on each map to induce users' participation and activity. These quests are a daily activity for non-disabled people, but it is an activity to experience uncomfortable activity for visually impaired people. In order to verify the effect of 'Hear me later', 8 participants in their early teens to early 20s' perception of visually impaired people was measured through pre and post evaluation of VR contents experience. In order to verify the effect of'Hear me later', 8 participants in their early teens to early 20s' perception of visually impaired people was measured through pre-post evaluation of VR experiences. As a result, it was found that in the post-evaluation of VR contents experience, the perception of the visually impaired was increased by 30% compared to the pre-evaluation. In particular, misunderstandings and changes in prejudice toward the visually impaired were remarkable. Through this study, the possibility of a VR-based disability experience education program that can freely construct space-time and maximize the experience was verified. In addition, it laid the foundation to expand it to various fields of improvement of the disabled.