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Comparison of satisfaction, interest, and experience awareness of 360° virtual reality video and first-person video in non-face-to-face practical lectures in medical emergency departments (응급구조학과 비대면 실습 강의에서 360° 가상현실 영상과 1인칭 시점 영상의 만족도, 흥미도, 경험인식 비교)

  • Lee, Hyo-Ju;Shin, Sang-Yol;Jung, Eun-Kyung
    • The Korean Journal of Emergency Medical Services
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    • v.24 no.3
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    • pp.55-63
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    • 2020
  • Purpose: This study aimed to establish effective training strategies and methods by comparing the effects of 360° virtual reality video and first-person video in non-face-to-face practical lectures. Methods: This crossover study, implemented May 18-31, 2020, included 27 participants. We compared 360° virtual reality video and first-person video. SPSS version 25.0 was used for statistical analysis. Results: The 360° virtual reality video had a higher score of experience recognition (p=.039), vividness (p=.045), presence (p=.000), fantasy factor (p=.000) than the first-person video, but no significant difference was indicated for satisfaction (p=.348) or interest (p=.441). Conclusion: 360° virtual reality video and first-person video can be used as training alternatives to achieve the standard educational objectives in non-face-to-face practical lectures.

A Study on the Structure and Content of Abstracts: Focused on Journal of the Korean Society for Information Management (초록의 구조와 내용에 관한 연구: 정보관리학회지를 중심으로)

  • Chang, Woo-Kwon
    • Journal of the Korean Society for information Management
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    • v.33 no.3
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    • pp.107-131
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    • 2016
  • This study aims to identify the characteristics of abstracts by analyzing the status of abstracts published in 'Journal of the Korean Society for Information Management.' To this end, the study analyzed the components of and the types of abstracts. Target abstracts were those published in the journal from 1984 to 2015. The journal published 1,168 articles with indicative abstracts accounting for 96.6%, informative abstracts 3.4%, and abstracts written in both English and Korean 99.5%. As for research methods, case study through literature review was 52.8%, surveys 21.1%, and experimentation 26.1%. The percentage of abstracts consisting of one paragraph was 92.1%, more than two paragraphs were 7.9%, fewer than 5 sentences were 79%, and 6 sentences or more were 21%. The use of the first person was 90.5%. In terms of topic areas, library and information center management was 19.4%, information services 17.3%, information technology 16.2%, information retrieval 15.1%, and informetrics 9.6%, etc.

Psychological Serious Game Scenario for Teenagers Self Identity Based on Religious Wisdom Narratives (청소년 자아정체성 형성을 위한 종교 지혜 내러티브 기반의 심리 기능성게임 시나리오)

  • Lee, Joo-Ah;Kim, Mi-Hye
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.495-502
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    • 2015
  • The main goal of psychological serious game, which is called "SAVE ME, LOVE ME" made on the purpose of sound identity for teenagers is to reach inner awareness through the process of dilemma problem solving by the support of unconditional love. This action game is about how to deal with routine dilemma through the first person narration that teenagers are faced to. Its features are on the metaphorical use of 'A Prodigal Son' in the Bible, one of religious wisdom narratives to heal the psychological stresses which teenagers suffer from. This game is aimed at helping teenagers to build a positive and solid sense of self by fighting against growing threatens to teenager's solid sense of self, by defeating monsters, and by listening to the various stories which game characters tell.

Gebrauch und Bedeutung der Personalpronomina der dritten Person im Deutschen (독일어 3인칭 대명사의 사용과 의미)

  • Jin Jeongkun
    • Koreanishche Zeitschrift fur Deutsche Sprachwissenschaft
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    • v.1
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    • pp.189-212
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    • 1999
  • In diesem Aufsatz haben wir uns $zun\"{a}chst\;damit\;besch\"{a}ftigt$, unter welchen Bedingungen die Pronomina der dritten Person korrekt verwendet werden. Doch davor haben wir uns darauf einlassen, wann die Pronomina Restriktionen unterliegen. Die Situationen, in denen die betreffenden Pronomina sowohl grammatisch, als auch kommunikativ korrekt gebraucht werden, sind 1) Prasentation des Referenzobjekts durch den Sprecher, 2) $Auff\"{a}lligkeit$ des Referenzobjekts, 3) Gemeinsame Fokussierung der Kommunikationspartner auf Referenzobjekte, 4) Warten auf das Referenzobjekt und 5) Erinnerung an Referenzobjekte. In diesen Situationen werden verschiedene Faktoren, z.B. die Lage des Referenten im aktuellen Sprechsituation, fur den Pronominagebrauch mitgewirkt. Seit der Antike bilden die Pronomina einen Gegestand der linguistischen Untersuchung. Seitdem werden sie nach unterschiedlichen Aspekten betrachtet und beschrieben. Vor allem wird der Weg der Forschung zu den personalen, aber auch demonstrativen Pronomina durch zwei Begriffe, namlich Deixis und Anaphora, $ma{\ss}geblich$ bestimmt. Im Hinblick darauf haben wir die Frage diskutiert, ob das $Ph\"{a}nomen$ der Anaphora unter dem der Deixis bzw. der Textualdeixis subsumiert werden kann oder nicht. Man kann dafur $pl\"{a}dieren,\;da{\ss}$ Anaphora und Deixis kommunikativ verschiedene Phanomene darstellen $k\"{o}nnte$. Wir neigen allerdings dazu, $da\ss$ es eine semantische $Integrationsm\"{o}glichkeit$ der Anaphora in die(Textual)Deixis gibt. Nach dem Durchmustern verschiedener Verwendungsweisen und theoretischer Positionen haben wir uns mit der Semantik der Pronomina $befa{\ss}t$, die in der Pronominaforschung bisher weitgehend $vernachl\"{a}ssigt$ worde ist. Dabei stellte sich heraus, $da\ss$ die Beeutung des betreffenden Pronomen vor allem durch die Angabe der $Kommunikationssituationsabh\"{a}ngigkeit$ beschrieben werden kann. Damit wurde ein Versuch unternommen, die festgestellten verschiedenen Gebrauchsweisen semantisch zu systematisieren und somit auf eine einheitliche Semantik $zuruckzuf\"{u}hren$.

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An Analysis of Current States and Information Content of Author Abstracts in the Field of Social Sciences (한글 초록의 현황과 내용분석 - 사회과학분야 저자초록을 중심으로 -)

  • Chang Hye-Rhan
    • Journal of the Korean Society for Library and Information Science
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    • v.30 no.1
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    • pp.35-48
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    • 1996
  • To understand the present states of abstracting and to investigate contents of abstracts, a survey content analysis was done in the field sciences. Of the 102 nation wide scholarly journals examined $54(53\%)$ included abstracts with articles. 33 had abstracts in Korea Among the 34 journals with editorial statements about abstracting only 13 had suggestions about abstract contents. Based on the investigation, 4 disciplines having abstracts mostly was selected and 149 abstracts in the 4 major journals in each discipline were sampled. Complete abstracts were ama;uzed according to 12 variables covering required content elements, unnecessary statements, and writing styles. Statistical characteristics of the abstracts is varied among disciplines and the scope is very wide. Particularly number of paragraph and number of character per abstract is much different from the standards. The content analysis showed $51\%$ of the abstracts were incomplete. $39\%$ of the abstracts did not mention research method used. 59 abstracts included unnecessary statements. Writing stle analysis also showed many faults both in the pronoun abuse and the misuse of voice or tense. Korean author abstracts in social science scholarly journals have deficiencies in linguistic structures as well as in contents and style.

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Follow Up Study of Carpal Tunnel Syndrome Patients Underwent Partial Release of Transverse Carpal Ligament Using Inching Test (인칭검사를 이용하여 부분 절개를 시행한 수근관 증후군 환자의 추적관찰)

  • Yoon, Eul Sik;Gu, Ja Hea;Kim, Dong Hwee;Kang, Yoon Kyu;Hwang, Mi Riang;Dong, Eun Sang
    • Archives of Plastic Surgery
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    • v.34 no.6
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    • pp.771-776
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    • 2007
  • Purpose: Complete release of the transverse carpal ligament (TCL) is accepted as the standard treatment for carpal tunnel syndrome (CTS). However, loss of grip and pinch power are reported in some patients after complete release of the TCL. This study was designed to evaluate the effectiveness of complete versus partial carpal tunnel release by using the inching technique. Methods: Nineteen patients (a total of 27 hands) who each had a confirmed diagnosis of CTS were selected from September 2002 to February 2003. The cases were divided into three groups(mild, moderate and severe) based on preoperative electrodiagnostic studies. The patients with partial carpal tunnel syndrome were classified into the mild or moderate groups, while patients with complete carpal tunnel syndrome were classified into the moderate or severe groups. Patient oriented data (functional and symptomatic) were collected and electrophysiologic studies were undertaken preoperatively and postoperatively(on the 2nd week, 1st month, 3rd month and 6th month after surgery).Results: In this study, the mild and moderate groups showed both good functional and symptomatic results and improvements in electrophysiologic studies.Conclusion: Carpal tunnel syndrome patients classified into mild or moderate groups based on nerve conduction studies, and whose precise compression sites were pinpointed using the inching technique, can be treated by partial carpal tunnel release.

A Study on the Tree-dimensional Space Simukation using First Person Shooter leverl Editor (FPS레벨에디터를 이용한 1인칭 공간시뮬레이션에 관한 연구)

  • Kim, Jong-Hyun;Jun, Han-Jong;Kim, Suk-Tae
    • Korean Institute of Interior Design Journal
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    • v.15 no.5 s.58
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    • pp.306-313
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    • 2006
  • Digital simulation which was introduced to the architectural field due to the rapid growth of computer graphics, gave birth to a new type of contents called 'virtual reality', led by the interaction with the users and real time processing. The public attention is drawn to the virtual reality's potential as a next generational space simulation it, having the unique characteristics of 'simulation', 'interactivity', 'tole-presence', and 'immersion', is capable of taking a virtual tour of a space with a size equivalent to that of a real space, as well as proceeding with the design progress. Nonetheless, many problems impeding CPU's real time processing of an excessively loaded architectural model data have been pinpointed over the time. Yet such GPU based game engines as 'DirectX' and 'OpenGL', developed to deal with these impediments, have not been easily applied to the architectural simulation in the design process, due to the high license cost and the specific technical requirements for the system. The virtual reality has been developed and distributed centering around the gaming field, and game developers recently show a greater tendency to include level editors in the package for the expandability purpose. Thus, we plan to propose architecture simulation which utilizes level editors in this study. In addition, the compatibility of the game engine based level editors of Quake and Unreal which form the standards for the open source FPS games, based on VRML, the standard format for the virtual reality, was compared and analyzed. Taking the example of Villa Savoye of Le Corbusier, its application possibility as an architecture simulation was assessed, by measuring the extent to which the performance of such characteristic features of the virtual reality as interactivity, immersion, and tele-presence, was improved.

Detecting a deceptive attitude in non-pressure situations using K-LIWC (K-LIWC를 이용한 비압박 상황의 거짓 태도 탐지)

  • Kim, Young-il;Kim, Youngjun;Kim, Kyungil
    • Korean Journal of Cognitive Science
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    • v.27 no.2
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    • pp.247-273
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    • 2016
  • Previous studies about lying were mainly executed in pressure situations, such as interviews or crime statements, which made people stressed. This study analyzed deceptive and non-deceptive writings in non-pressure situation through K-LIWC program, in which lies are rarely disclosed and hardly damage the liar even upon disclosure, Also, we compared these results with existing studies on lying. On both writing tasks, there were fewer first-person singular pronouns in deceptive writings than in the non-deceptive writings. The variables indicating cognitive complexity were less used by deceptive writings than by non-deceptive writings in first topic, but in the second topic, more were used by deceptive writings than true writings. In particular, previous studies claim that lies contain more negative emotional words while this report shows that lies in non-pressure situations contains more positive and fewer negative emotional words compared to truth. This finding implies that a situation influences the liar's psychological statement, which changes the contents of the lie.

A Study about the Storytelling of Documentary on Virtual Reality Platform (가상현실 플랫폼에서의 다큐멘터리 스토리텔링에 관한 연구)

  • Lee, Young-Soo
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.523-531
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    • 2017
  • This paper tried to study how the narrative to allow the audience to emotionally immerse in documentary using virtual reality platform has shown. For this purpose, it defined the VR documentary as contents what make creative approach and rebuild reality using VR media platform, and analyzed it by comparison with narrative of existing documentary. First, the contents like succeeding journey documentary use mainly virtual realty as experience of accessibility. However the contents that have purpose to experience other people's reality show from self-narrative of first person documentary to interactive storytelling of web interactive documentary. The case of interactive VR documentary is taking a step forward from web documentary and shows easy way to reach internal purpose of documentary as making experience with virtual self. The VR documentary has a lot of possibility as virtual space experience to give accessibility and virtual self.

The Existence of Implicit Frames in VR Movies (VR 영화에서 암묵적 프레임의 존재)

  • Kim, Tae-Eun
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.272-286
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    • 2018
  • VR movies form a relationship with the audience in completely different ways from general movies with their screen. In VR movies, the audience becomes the camera and also the subject of the camera viewpoint, which raises a need for a frame theory unique to VR movies to examine the first person viewpoint and replace the edition of frames to deliver a narrative. In VR movies, the frames delivering a narrative are not revealed and perform the symbolic narrative function, thus being called "implicit frames." The study discussed their related theoretical backgrounds including Russian Ark made in the one shot, one cut method by Alexander Sokurov, off-screen elements, and the Fourth Wall. In VR movies, the audience gets immersed in the narrative based on their paradoxical dilemma, which means that they exist in reality but are absent on screen at the same time, and experiences hyper-reality. In VR movies, space has a couple of attributes including the blocking of eyeline to move it and telepresence to tie up presence between reality and virtuality.