• Title/Summary/Keyword: Application Empathy

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Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

The Effects of Education Using Case-Based Role Playing in Counseling Theory and Actual Subjects on the Empathy and Communication Ability of Nursing Students (상담이론과 실제 교과목에서 사례기반 역할극을 활용한 교육이 간호대학생의 공감 및 의사소통 능력에 미치는 효과)

  • Kim, Seon-Hee;Gang, Moon-Hee
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.221-229
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    • 2021
  • This study used a single group pre and post-experimental design for nursing students to understand the effects of counseling theory and actual subjects on empathy and communication ability by applying traditional lecture-style education and case-based role-playing education. The subjects of this study were 66 students who took counseling theory and actual courses, understood the purpose of the study, and voluntarily agreed to participate in the study among all 2nd grade students enrolled in C nursing college in G area. The curriculum consisted of six weeks of lecture-style education, followed by case-based role-play education for six weeks. Three surveys were conducted before training, after lecture-style training, and after case-based role-play training. The collected data were analyzed using the repeated measurement variance analysis using the SPSS 26.0 program. As a result of this study, when nursing students were selected as 20-29 years old and compared the effectiveness of the program according to gender and time point, there was no significant difference in the empathy ability of the subjects by group or time point. There was no significant difference in communication ability according to the group, but there was a significant difference according to the time point (F=4.20, p=.017). Therefore, it was proved that the application of education using case-based role play to counseling theory and actual subjects has a positive effect on communication ability of nursing students rather than lecture-style education.

Exploring the Possibility of Applying the Integrated Teaching and Learning Method based on AR for Environmental Education for Young Children (유아 대상 환경교육을 위한 증강현실 기반 통합교수학습방법 적용 가능성 탐색)

  • Kim, Insook;Jo, Yumi;Ko, Hyeyoung
    • Journal of Korea Multimedia Society
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    • v.22 no.8
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    • pp.950-959
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    • 2019
  • The purpose of this study was to investigate the effect of integrated teaching and learning method using augmented reality for effective promotion of child - friendly attitude and environmental preservation attitude and explored its applicability. For this purpose, based on the augmented reality fairy tale, we designed an experience - oriented integrated teaching and learning method such as reading book, story - telling, drawing, environmental conservation practice activity. The experimental group was divided into two groups: augmented reality reading fairy tales (A) and children's book reading fairy tales (B). First, interest, immersion, and empathy were higher in the application environment of integrated learning teaching method based on Augmented Reality. Second, there was no difference between the two groups in content understanding. Third, in terms of expressiveness, it was verified that various expressions were expressed in the applying environment of the integrated teaching - learning method based on augmented reality through drawing activities. Fourth, in practice activities, more students were practicing in the augmented reality - based integrated teaching - learning method applied environment, and the number of practice activities of individual students was also confirmed. This study suggests that the application of the integrated teaching and learning method can enhance the effect of education when using the smart teaching media using the augmented reality in early childhood education.

Application of a Documentary about High-risk Newborns in Nursing Education: An Exploratory Study (고위험신생아 간호교육에서의 다큐멘터리 활용에 대한 탐색적 연구)

  • Kang, Hyun-Ju;Yu, Juyoun
    • Child Health Nursing Research
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    • v.26 no.2
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    • pp.173-180
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    • 2020
  • Purpose: The purpose of this study was to explore nursing students' recognition and understanding of the clinical environment of high-risk neonatal nursing care after watching a documentary about the neonatal intensive care unit (NICU), where high-risk newborns are treated. Methods: This study was a qualitative content analysis. In total, 151 nursing students' personal essays describing their reactions to a documentary about the NICU were analyzed using the NVivo 12 program. Results: Nursing students' experiences of engaging with a documentary about the NICU were structured into four thematic categories: 'actual observations of the imagined NICU', 'observation and recognition of nursing knowledge', 'empathy with people related to the baby', and 'establishing attitudes and values as a nurse'. Conclusion: Based on the results of this study, it is suggested that documentaries can be applied in nursing education about high-risk newborns.

A Study on the influence of Service Quality Factors upon the Customer Satisfaction - Focus on Gas Station Service Quality - (서비스 품질요인이 고객만족에 미치는 영향에 관한 연구 - 주유소 서비스 품질을 중심으로 -)

  • 김계수;박형권
    • Journal of Korean Society for Quality Management
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    • v.28 no.3
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    • pp.31-43
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    • 2000
  • The Service sector has increased dramatically in importance over the last decade, both internationally and in the Korea. Deregulation of services, growing competition, fluctuations in high quality demand, and the application of the Information Technologies are presenting a considerable challenge to service companies. In gas or oil companies are exposed to foreign competitions, price and promotion competition with other companies. Usually Service Quality includes five dimensions: Reliability, Responsiveness, Assurance, Empathy, and Tangibles. Customers use these five dimensions to form their judgements of service quality, which are based on a comparison between expected and perceived service. The intention of this thesis is to study on the effect of Service Quality upon the Customer Satisfaction in gas or oil station, based on SERVQUAL.

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Evaluation of 3PL Service Quality Using the AHP -An Application to Korean 3PL Service Providers-

  • So, Soon-Hoo;Cheong, Ki-Ju;Kim, Jae-Jon;Cho, Geon;Ryu, Il
    • Proceedings of the Korea Society of Information Technology Applications Conference
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    • 2005.11a
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    • pp.293-296
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    • 2005
  • This study applies the Analytic Hierarchy Process (AHP) to evaluate service quality of Third-Party Logistics (3PL) service providers. For this, we first conceptualize five dimensions of 3PL service quality (i.e. tangibles, reliability, responsiveness, assurance and empathy). We then apply the AHP method to determining the relative weights of five service quality dimensions and eventually selecting the best 3PL service provider. To implement this idea in practice, we conduct an empirical study on four companies providing 3PL services in Korea.

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Application of the SERVQUAL Scale to Health Care Services (의료서비스에서 SERVQUAL 활용에 대한 고찰)

  • 조우현;이선희;최귀선;문기태
    • Health Policy and Management
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    • v.9 no.4
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    • pp.140-156
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    • 1999
  • The purpose of this article was to review the basic concept of the SERVQUAL scale and to evaluate its usefulness in health care settings. The SERVQUAL scale was developed by Parasuraman et al. in 1988. Its purpose was to provide an instrument for measuring the quality of service that would apply across a broad range of services with minor modifications in the scale. The SERVQUAL scale is based on gap theory, which indicates the difference between consumers' expectations and their assessment of the actual performance of a specific firm. It has five dimensions to define service quality. These dimensions include: (1) tangibles' (2) reliability' (3) responsiveness' (4) assurance' (5) empathy. While the SERVQUAL scale has been tested in a number of health care settings. the findings have been mixed. So. health care marketers should be cautious in their use of the SERVQUAL scale. However, it is rare to find instruments that are as well validated as SERVQUAL appears to be. As well the SERVQUAL scale provides valuable information about the quality of health care service.

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The Christian Understanding and Application of Metaverse: Focusing on the the Characteristics of Metaverse (메타버스(Metaverse)의 기독교적 이해와 적용: 메타버스의 특성을 중심으로)

  • Park, Kunchun;Bong, Wonyoung
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.511-523
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    • 2022
  • This study attempts an appropriate Christian understanding and application of the metaverse. To this end, the general concept, type, and utilization of the metaverse were examined, and the main characteristics of the metaverse were analyzed in three main categories by the association of the concepts and the common factors. Based on this, the main focus of the Christian understanding of the metaverse found in this study is, first, the "transcendental worldview" of the metaverse. Applications include restructuring the Christian worldview and creating a Christian metaverse environment for future generations. Second, it is a "fusion and composite on- and offline" understanding of the metaverse. An integrated on- and off-line understanding of the church, worship, mission, and the missional acceptance of the metaverse are its applications. Third, in the metaverse, it is an "extension of the functionality of the avatar." This presents its application tasks, such as establishing human identity, expanding the concepts of empathy and communication, and expanding Christian ethics and economic views. At the heart of the Christian understanding of the metaverse is worldview, mission, and understanding on human being.

A Study on the Features of Object-Focused Emotional Space in the Works of Nigel Coates (나이젤코츠(Nigel Coates) 작품에 나타난 오브제적 감성공간 특성 연구)

  • Lee, Hana;Lee, Chan
    • Korean Institute of Interior Design Journal
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    • v.23 no.3
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    • pp.108-116
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    • 2014
  • Postmodernism, a cultural movement which occurred in the mid-20th century, avoided functional form, one of the features of modernism, and pursued post-rational and post-centric pluralistic thought which puts human emotions in importance. Postmodernism set a high value on emotional instincts of humans and focused on creation of empathy. It includes scepticism of rationalism and indicates the significance of emotional and psychological instincts of humans, or 'emotions'. Along with the big change in that time, more dynamic and unprecedented indoor spaces had appeared. Nigel Coates, who had taken various kinds of artistic activity from the early 1980s to the late 1990s, had tried to make a new approach of objet-focused emotional spaces. Such an approach made in the time when science and technology had rapidly developed and social structure had changed was considerably fresh, liberal, and futuristic. He interpreted spaces by escaping from realistic intentions and communicating with drawings, and designed object-focused emotional spaces by actively employing objets on the basis of ideas. He tried to make emotional sharing between the public and spaces through objet, and showed unique spaces in his own way by reinterpreting the meanings of spaces and stimulating human emotion. This study was intended to look into his artworks to show his way of approaching objets, and to find an application plan and the future possibility of the plan.

UI Design of the MMORPG using Storytelling (스토리텔링을 적용한 MMORPG UI 디자인)

  • Yoo, Wang-Yun
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.118-126
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    • 2009
  • The computer game has a narrative structure, which scenario is proceeded by player's consecutive interactive. The interaction is the core of game plays that is not only storytelling in itself, but also is implemented by interface. The UI of computer game is as a tool for communication between player and game, which has been designed by usability on use. However, is it the necessary for us to get synchronization of feelings about game scenario in terms of a psychological in order to deepen the pleasure that is the game's ultimate goal. Effectively, as a way to lead in this empathy. This study tries to application of storytelling to the UI that occurred player's interactive for the first time. Moreover, presented the result as the UI designs of casual MMORPG.