• 제목/요약/키워드: Content design

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Correlation between cognitive load, vividness and cyber sickness for 360-degree education video

  • Park, Jung Ha
    • International Journal of Advanced Culture Technology
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    • 제8권4호
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    • pp.89-94
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    • 2020
  • This study attempted to investigate cognitive load, vividness, and cybersickness in nursing students, in the last year of nursing college, who used a 360-degree video content for studying intravenous fluid infusion, one of the core fundamental nursing skills. The aim was to determine the correlation between the variables, and to decide whether the 360-degree video content can be used as an effective supplementary educational material in the regular curricula. This study, a descriptive research, was conducted from October 31, 2019 to November 14, 2019. The participants in this study were 64 students in the 4th year of nursing college at a university located in B City, South Korea. They were instructed to watch a 360-degree video content for intravenous infusion using a Samsung Head Mounted Display (HMD) while ensuring the safety of the students. The results showed that the scores, out of 7 points, for material design, self-evaluation, and physical effort for cognitive load in nursing students were 5.93±0.71, 5.92±0.71, and 5.64±0.74 points, respectively. In addition, the scores, out of 7 points, for mental effort and task difficulty were 2.55±1.08 and 1.94±0.75 points, respectively, and the scores for vividness and cybersickness in the participants were 5.82±0.84, and 2.57±0.98 points, respectively. Physical effort, self-evaluation, and material design for cognitive load in the participants were positively correlated with vividness (r=.379, r=.458, r=.507). In addition, mental effort for cognitive load was positively correlated with cybersickness (r=.684), whereas self-evaluation and material design were negatively correlated with cybersickness (r=-.388, r=-.343). Based on the results of this study, we believe that the 360-degree video content for intravenous fluid infusion can be used as an educational medium in regular and non-regular curricula. In addition, future studies are needed to specifically develop and verify teaching and learning methods on how to apply 360-degree video contents..

메타버스 패션쇼 이용자 경험 평가에 관한 근거 이론 연구 - 번 슈미트의 체험 마케팅을 중심으로 - (An Analysis of User Experience of Metaverse Fashion Shows Based on Grounded Theory - Focusing on Schmitt's Experiential Marketing -)

  • 이민지;이정민;신은정
    • 한국의류산업학회지
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    • 제25권5호
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    • pp.578-592
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    • 2023
  • This study identified and evaluated by deriving and categorizing concepts related to the user experience of metaverse fashion shows using grounded theory, which is a qualitative research method. Based on experiential marketing theory, in-depth interviews were conducted for 14 days with 14 males and females in their 20s and 30s. The research results and contents are as follows: The causal condition was the purpose of using metaverse fashion shows, and the action/interaction strategy caused by such a case was found to be establishing a system for metaverse fashion shows and promoting a positive brand image. The results included content evaluation of satisfaction, normal, or dissatisfaction. The contextual condition was a change in the form of consumption that emphasized experience, while the interventional condition was psychological distance. Based on this, the core category was defined as "consumption patterns that emphasized the purpose of use and experience affects the metaverse fashion shows and psychological distance appeared as a user experience evaluation through the establishment of a system of metaverse fashion shows and the promotion of a positive brand image". User types were classified as active or passive. Active users have the autonomy to select content according to their individual preferences, and accordingly, their experience preference tends to change. In contrast, passive users' preference for the technical quality of content is relatively low, but they have a high concentration of content diversity and audio-visual interest elements.

유동상 반응로 조건에서 목재와 RDF 부분 산화의 영향 (Effect of Partial Oxidation of Wood and RDF in a Fluidized Bed)

  • 김태현;최상민
    • 한국연소학회지
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    • 제13권2호
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    • pp.23-32
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    • 2008
  • Gasification characteristics in the fluidized bed reactor are essential for the design of a gasification furnace to optimize the operation condition. Moisture content of the solid fuel is one of the important factors to influence directly the gasification characteristics. So it is necessary to investigate the effect of moisture content of solid fuel in partial oxidation condition. Gasification characteristics are investigated with results from thermogravimetric analyzer and lab-scale fluidized bed reactor for wood and RDF samples along with changing moisture contents. Additionally lab-scale fluidized bed reactor was run continuously and gas concentrations at the exit were measured. It is observed that the rate of reaction in partial oxidation condition is between the results from the combustion environment and from the inert condition. Moisture content in a particle slows down the heating rate of a particle. So, reaction is delayed by the moisture content. However, RDF samples those are easy to break-up don't show the effect of moisture content. The result of continuous operation condition shows that proper moisture content promotes gasification because steam from the particles helps gasification of the solid fuel. A simulation to predict the syn-gas composition was conducted by the Aspen Plus process simulator. The cold gas efficiency of the experiment was compared with results from the simulation.

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유동상 반응로 조건에서 목재와 RDF 부분가스화의 영향 (Effect of Partial Oxidation of Wood and RDF in a Fluidized Bed)

  • 김태현;최상민
    • 한국연소학회:학술대회논문집
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    • 한국연소학회 2007년도 제34회 KOSCO SYMPOSIUM 논문집
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    • pp.161-167
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    • 2007
  • Gasification characteristics in the fluidized bed reactor are essential for the design of a gasification furnace to optimize the operation condition. Moisture content of the solid fuel is one of the important factors to influence directly the gasification characteristics. So it is necessary to investigate the effect of moisture content of solid fuel in gasification process. Gasification characteristics are investigated with results from thermogravimetric analyser and lab-scale fluidized bed reactor for wood and RDF samples along with changing moisture contents. Additionally lab-scale fluidized bed reactor was run continuously and gas concentrations at the exit were measured. It is observed that the rate of reaction in partial oxidation condition is in between the results from the combustion environment and from the inert condition. Moisture content in a particle slows down the heating rate of a particle. So, reaction time is delayed by the moisture content. However, RDF samples that are easy to break-up doesn't show the effect of moisture content. The results of continuous operation condition shows that proper moisture content promotes gasification because steam from the particles helps gasifcation of the sold fuel.

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Incremental Information Content of Cash Flow and Earnings in the Iranian Capital Market

  • Asgari, Leila;Salehi, Mahdi;Mohammadi, Ali
    • 산경연구논집
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    • 제5권1호
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    • pp.5-9
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    • 2014
  • Purpose - This study aims to examine the incremental information content of cash flw from operations and earnings in the Iranian capital market. Design, methodology, and approach - Based on market-based accounting research, this study uses statistical associations between accounting data (earnings and cash flw) and stock returns to assess/measure the incremental information content (value relevance) of cash flw and earnings. A multivariate regression model based on panel data is used to examine the incremental information content of earnings and cash flow from operations. Results - The results show that both earnings and cash flow from operations have incremental information content beyond each other. These results are consistent with the findings of recent studies. Overall, the fidings of this study support the usefulness of cash flw information in addition to earnings, in fim valuation by investors in the Iranian market. Conclusions - The study makes the following contributions to the Iranian literature on incremental information content of cash flw and earnings. First, this study employs actual cash flw data derived from cash flw statements. Second, this study employs a large sample size for a more recent period.

Designing the Content-Based Korean Instructional Model Using the Flipped Learning

  • Mun, Jung-Hyun
    • 한국컴퓨터정보학회논문지
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    • 제23권6호
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    • pp.15-21
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    • 2018
  • The purpose of this study is to design a Content-based Korean Class model using Flipped learning for foreign students. The class model that presents on this paper will lead the language learning through content learning, also it will be enable the student more active and to have an initiative in the class. Prior to designing a Content-based Korean Class model using Flipped learning, the concepts and educational significance and characteristics of flip learning were reviewed through previous studies. Then, It emphasizes the necessity of teaching method adapting Flipped learning to Content-based teaching method in Korean language education. It also suggests standards and principles of composition in Contents-based teaching method using Flipped learning. After designing the instructional model based on the suggested standards and principles, it presents a course of instruction about how learning methods, contents and activities should be done step by step. The Content-based Korean class model using the Flipped learning will be an alternative approach to overcome the limitations of teacher-centered teaching methods and lecture-teaching methods which are the dominant of present classroom environment.

Dynamic Probabilistic Caching Algorithm with Content Priorities for Content-Centric Networks

  • Sirichotedumrong, Warit;Kumwilaisak, Wuttipong;Tarnoi, Saran;Thatphitthukkul, Nattanun
    • ETRI Journal
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    • 제39권5호
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    • pp.695-706
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    • 2017
  • This paper presents a caching algorithm that offers better reconstructed data quality to the requesters than a probabilistic caching scheme while maintaining comparable network performance. It decides whether an incoming data packet must be cached based on the dynamic caching probability, which is adjusted according to the priorities of content carried by the data packet, the uncertainty of content popularities, and the records of cache events in the router. The adaptation of caching probability depends on the priorities of content, the multiplication factor adaptation, and the addition factor adaptation. The multiplication factor adaptation is computed from an instantaneous cache-hit ratio, whereas the addition factor adaptation relies on a multiplication factor, popularities of requested contents, a cache-hit ratio, and a cache-miss ratio. We evaluate the performance of the caching algorithm by comparing it with previous caching schemes in network simulation. The simulation results indicate that our proposed caching algorithm surpasses previous schemes in terms of data quality and is comparable in terms of network performance.

마이크로서비스 아키텍처 기반의 통합 콘텐츠 관리 시스템 설계 및 구현 (A Design and Implementation of Integrated Content Management System Based on Microservices Architecture)

  • 윤경식;김영한
    • 정보처리학회논문지:소프트웨어 및 데이터공학
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    • 제8권3호
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    • pp.97-108
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    • 2019
  • 디지털 콘텐츠 재화가 증가됨에 따라 이를 관리하기 위한 콘텐츠 관리 시스템에 새로운 콘텐츠 서비스를 추가하거나 기존 콘텐츠 관리 시스템 간에 통합하는 경우가 빈번하게 발생한다. 효율적인 시스템 통합을 위해 본 논문에서는 이 기종으로 구성된 두개의 콘텐츠 관리 시스템을 마이크로서비스 아키텍처 기반으로 통합 콘텐츠 관리 시스템을 설계하여 개발 간 기존 시스템의 중단 없이 재활용이 가능하고, 효율적으로 통합이 가능하며, 확장성을 가진 시스템을 구현하였다. 이를 통해 구현된 시스템의 소요되는 자원 사용량을 측정하고, 기존 미들웨어를 사용한 시스템 통합을 방식 간의 차이점을 분석하였다.

MZ세대의 콘텐츠 콜라보레이션을 활용한 패션브랜드의 가치창출 사례연구 (A case study on value creation of fashion brands using content collaboration targeting MZ generation)

  • 신혜경
    • 복식문화연구
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    • 제28권6호
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    • pp.830-844
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    • 2020
  • The fourth Industrial Revolution, known as digital transformation, has made MZ generation to be the focus of the new consumer market, brought about the use of technological platforms a new consumption method. Currently, as various types of content collaboration are emerging that specifically targeting at the MZ generation. Content collaboration are considered an integration of content to create new values through co-existence and co-prosperity. This study identified the characteristics of collaboration of fashion brands from 2018 using literature and online news articles, and identified and classified through case studies of it determined movie content, game and virtual characters. By this research, it shown that collaboration with movie contents have increased the collaborative synergy by using the story in global media content. Collaboration with mobile games was generally used by young casual and sportswear brands. These brands which utilized characters from mobile games popular with to attract more teen consumers and strengthen brand awareness by adding values of high-technology and scarcity to the familiar images. In addition, collaboration with virtual characters has expanded value of the collaborative approach on expanding the range of advanced digital technology, from a promotional strategy during the distribution process through to the use of virtual models. As such, collaboration using the various types of content has developed beyond simple integration of identities among various areas, integrated products or brands that as a new value.

Sport and Culture: Application of Traditional and Contemporary Content

  • CHANG, Deok Seon;KIM, Hae Yu;LEE, Hyuk Jin
    • Journal of Sport and Applied Science
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    • 제5권2호
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    • pp.1-7
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    • 2021
  • Purpose: This study started with an interest in sports culture-related content and aims to comprehend the application of traditional and contemporary cultural content to sport business. Research design, data, and methodology: The current study reviews related-documents, research papers, media reports, and a secondary data. The collected data were multiple reviewed via content analysis. Results: Findings are as follow. First, the study found that sports is born in religious rituals which are associated with human needs for survival and prosperity. Second, sports is sort of official format that inherent desire of human could be satisfied, representing play and game. Third, the current study discovered that sports could be cultural products such as literature and film. This is because sport has often been used as major themes in contemporary art production. Finally, this study included important cultural content categories, but could not cover all categories due to the limitations of the study. Conclusions: this study reviewed multiple literature to decode historical and anthropological meanings of sport. The finding presents the cultural traits and meaning of contemporary sport. Further implications were discussed.