치과 보조 인력과 치과위생사-미국의 제도 비교 (Dental Assistant and Dental Hygienist-comparison with U.S.)
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- 대한치위생과학회지
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- 제6권2호
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- pp.65-77
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- 2023
연구배경: 치과계 특히 치과 의원들은 최근 수년간 보조 인력의 부족을 호소하고 있는 반면 치위생계에서는 미국 치과위생사와 같이 고유의 업무를 어느 정도 독자적으로 수행할 수 있는 구강 위생 전문가의 역할을 추구하고 있어 이러한 업무 범위의 조정과 치과 보조 인력의 양성에 대한 전반적인 논의가 절실하다. 연구방법: 이러한 논의에서 자주 언급되는 미국의 치과위생사와 치과 보조원제도에 대하여 미국 치과의사 협회(ADA), 미국 치과위생사 협회(ADHA), 미국 치과위생사 국가시험위원회(NBDHE), 미국 치과 보조원 협회 (ADAA), 미국 치과 보조원 국가시험위원회(DANB)에서 제공하는 면허취득을 위한 교육요건, 업무영역 등을 조사 분석하였다. 연구결과: 미국은 각 주별 제도가 서로 다르지만 일반적으로 치과위생사는 치위생 교육을 이수할 수 있는 기초 학습 능력 시험을 통과한 후에 2~3년의 전문학사 과정을 수료하고, NBDHE(National Board Dental Hygiene Examination)를 통해 면허를 취득한다. 이후, 주로 환자 검사, 구강 위생 관리 및 예방 처치와 관련된 업무를 수행한다. 치과 보조원(Dental Assitant)은 9~11개월 정도의 교육과정을 마친 후 기본적인 면허(General Chairside Assisting, GC) 취득을 위한 면허시험에 응시할 수 있고, 추가적인 업무를 위해서는 해당 업무에 대한 주별 자격시험 통과, 교육 이수 또는 학위취득, 일정 시간 및 기간 이상의 임상 경험 등이 요구된다. 결론: 우리나라의 의료 기사법과 시행령에서 지정하는 치과위생사의 업무 범위는 미국의 치과위생사와 치과 보조원의 업무를 모두 포함하고 있는데, 현재의 치과 보조 인력 부족을 해소하기 위해 미국과 같은 치과 보조원 제도를 도입한다면 이러한 업무 범위에 대한 조정과 구강 위생 관리 및 예방 업무에서의 치과위생사의 역할 확대 등의 제도적인 보완이 필요하고 이에 대한 구체적인 논의가 필요하다.
The duty shifts of hospital nurses not only affect nurses' physical and mental health but also present various personnel management problems which often result in high turnover rates. In this context a study was carried out from October to November 1995 for a period of two months to find out the status of hospital nurses' duty shift patterns, and preferred duty hours and fixed duty shifts. The study population was 867 RNs working in five general hospitals located in Seoul and its vicinity. The questionnaire developed by the writer was used for data collection. The response rate was 85.9 percent or 745 returns. The SAS program was used for data analysis with the computation of frequencies, percentages and Chi square test. The findings of the study are as follows: 1. General characteristics of the study population: 56 percent of respondents was (25 years group and 76.5 percent were "single": the predominant proportion of respondents was junior nursing college graduates(92.2%) and have less than 5 years nursing experience in hospitals(65.5%). For their future working plan in nursing profession, nearly 50% responded as uncertain The reasons given for their career plan was predominantly 'personal growth and development' rather than financial reasons. 2. The interval for rotations of duty stations was found to be mostly irregular(56.4%) while others reported as weekly(16.1%), monthly(12.9%), and fixed terms(4.6%). 3. The main problems related to duty shifts particularly the evening and night duty nurses reported were "not enough time for the family, " "afraid of security problems after the work when returning home late at night." and "lack of leisure time". "problems in physical and physiological adjustment." "problems in family life." "lack of time for interactions with fellow nurses" etc. 4. The forty percent of respondents reported to have '1-2 times' of duty shift rotations while all others reported that '0 time'. '2-3 times'. 'more than 3 times' etc. which suggest the irregularity in duty shift rotations. 5. The majority(62.8%) of study population found to favor the rotating system of duty stations. The reasons for favoring the rotation system were: the opportunity for "learning new things and personal development." "better human relations are possible. "better understanding in various duty stations." "changes in monotonous routine job" etc. The proportion of those disfavor the rotating 'system was 34.7 percent. giving the reasons of"it impedes development of specialization." "poor job performances." "stress factors" etc. Furthermore. respondents made the following comments in relation to the rotation of duty stations: the nurses should be given the opportunity to participate in the. decision making process: personal interest and aptitudes should be considered: regular intervals for the rotations or it should be planned in advance. etc. 6. For the future career plan. the older. married group with longer nursing experiences appeared to think the nursing as their lifetime career more likely than the younger. single group with shorter nursing experiences (
We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.
인천 영종도와 영유도를 잇는 새로운 간척지에 건설되고 있는 인천국제공의 녹지 조경 식재 지반을 조성하는 데 필요한 기술적 지표와 효율적 관리 방안을 마련하기 위한 현지 연구가 1996년 6월부터 1998년 6월까지 24개월간 수행되었다. 인천국제공항 건설 부지 중 1995년 8월에 매립이 완료된 여객터미날 주차장 예정지에 8 ha의 시험포장을 조성하였다. 갯벌 지역에 대한 연구를 위하여 자생잔디 보호 구역 부근에 염생 식물 종자 채취 구역을 별도로 1.5ha 조성하였다. 조성된
본 연구는 실제 정치망 어장에서의 조류에 따른 어구 형상 변형을 추정하고, 그 변형을 최소화시키며 어구의 기본 기능을 유지시키는데 필요한 수중 현상과 어구 내부용적을 적절하게 유지할 수 있는 설계의 기본 자료를 얻기 위한 목적으로 회류 수조에서 모형실험을 실시하였으며, 흐름에 따른 대뜸의 멍줄에 작용하는 장력, 정치망 내의 유속변화와 그물형상의 변화를 측정하였다. 1. 유속이 0.0m/s에서 0.6m/s로 증가 할 때에 유속 (v)에 따른 장력(R)의 실험식은 운동장 조상의 경우 R=
우리나라에 유통업체상표(Private Label)가 도입된 지 10년이 넘었음에도 불구하고 유통업체 상표에 대한 대부분의 연구는 소비자 관점에서 진행되어져 왔다. 본 연구는 유통업체상표를 소비자 관점이 아닌 제조업체의 관점에서 바라본 연구로, 제조업체의 유통업체상표 생산에 영향을 미치는 내외부적 요인들에 대해서 자원기반이론과 S-C-P Paradigm의 통합적인 연구모형인 전략적 시장관리 관점을 제시하였다. 연구결과를 보면, 제조업체의 마케팅 역량이 높을수록 전체 매출에서 유통업체상표가 차지하는 매출이 적은 것으로 나타났으며, 마케팅 역량에는 제조업체 브랜드명성, 마케팅 투자, 제품포트폴리오 등이 영향을 미치는 것으로 나타났다. 또한 제조업체의 마케팅 역량과 유통업체 상표 생산 간의 관계에는 제조업체의 경쟁강도가 조절효과를 미치는 것으로 나타났는데, 이는 일반적으로 마케팅 역량이 높은(낮은) 기업일수록 전체 매출에서 유통업체상표가 차지하는 비율이 낮지만(높지만), 이러한 기업들 중 경쟁강도를 낮게 지각하는 제조업체의 전체매출 중 유통업체상표가 차지하는 매출은 경쟁강도를 높게 지각하는 제조업체들에 비해 상대적으로 높게 나타났다. 이러한 연구결과를 바탕으로, 본 연구는 유통업체상표 생산에 대한 이론 및 실무적인 시사점을 제시하고 있다.
본 연구는 유치열과 영구치열에서 구개의 길이, 폭, 깊이 및 치열궁의 형태 등을 조사하여 남녀간의 차이와 유치열과 영구치열간의 변화양상을 파악하는 것이다. 유치열기 아동 100명과 영구치열기 성인 100명 총 200명을 대상으로 하여 상악 석고 모형을 채득하고 3차원 laser scanner(SD Scanner, DS4060, LDI, U.S.A.)를 통한 석고 모델의 측정을 통해 cloud data, polygonization, section curve and loft surface, fit and horizontal plane (Surfacer 10.0. Imageware, U.S.A.)을 기초로 하여 구개의 폭, 길이, 높이 및 치열궁의 형태 등을 계측하였다. 통계학적 분석을 위해 t-tests가 사용되었다. 이에 다음과 같은 결론을 얻었다. 1. 구개의 계측항목에서 유치열 전방부 구개높이를 제외한 나머지 항목에서 남자가 여자보다 크게 나왔으며, 유치열은 전구개폭(p<0.05)과 후구개폭(p<0.01), 영구치열은 구개폭(p<0.05)과 전구개길이(p<0.01), 중구개, 후구개길이(p<0.05)에서 남녀간에 유의한 차이가 있었다. 2. 남녀의 구개지수에서 유치열에서는 구개장고지수(p<0.05)와 구개장폭지수(p<0.01)가 남녀간에 통계학적으로 유의한 차이가 있었다. 영구치열의 구개지수에서는 남녀간에 유의한 차이가 없었다. 3. 유치열과 영구치열의 계측항목 비교에서 후방부 구개폭이 가장 많이 증가하였으며, 다음으로 후방부 구개높이, 전방부 구개폭, 전방부 구개길이 순이었다. 전방부 구개높이와 후방부 구개길이는 오히려 감소하였다. 4. 유치열과 영구치열의 구개지수 비교에서 구개장고지수와 구개장폭지수, 후구개폭고지수는 영구치열에서 증가하였고, 나머지 지수는 감소하였다.보아 Er:YAG 레이저와 Chinese ink로 photosensitization을 시행한 후의 Nd:YAG 레이저 조사는 일정시간 동안 S. mutans의 증식과 산 생성능을 억제시키므로써 치아우식증 예방효과를 얻을 수 있다고 사료되나 억제효과가 오래가지 않아 임상적으로 효과를 얻기 위해서는 자주 조사를 해주어야 한다는 문제점을 안고 있어 임상적으로 치아우식증 예방이란 단독 목적으로 사용하기에는 실용성이 크지 않다고 사료된다.전자현미경 관찰에서 초음파 진동을 가한 군에서 resin tag의 길이가 길었고, lateral branch의 수도 많이 관찰되었다.TEX>$1\rightarrow6$ 결합이 주된 결합인 수용성 글루캔이었다. 이상의 결과를 종합하면 구강에서 분리된 Streptococcus salivarius 119에 의한 Streptococcus mutans의 인공치태 형성 억제작용은 수용성 글루캔 형성에 의한 것으로 사료되었다.동을 유도할 수 있다고 사료된다. 또한 이유식을 통한 다양한 식품의 경험 및 식품 섭취방법 등을 연습하는 과정을 통해 앞으로의 식생활 및 성장 발달에 영향을 미칠 것으로 사료된다. 따라서 영유아의 성장발달에 따른 적절한 영양교육의 실시가 보다 체계적으로 활성화 되어야 하겠으며 이를 위해 실제로 도움이 될 수 있는 구체적인 교육내용, 방법 및 도구의 개발이 요구된다.어서, B군은 A군,C군,D군과 비교하여 통계학적으로 유의성 있는 차이를 보였고(p<0.05), E군은 F군,G군과 비교하여 통계학적으로 유의성 있는 차이를 보였다(p<0.05). 3. 광중합형 및 자가중합형 교정용 전색제는 법랑질탈회 예방효과가 있었다. 4. 광중합형 및 자가중합형 교정용 전색제는 법랑질탈회 진행억제효과가 있었다. 5. 광중합형 및 자가중합형 교정용 전색제 표본에
User created content (UCC) is created and shared by common users on line. From the user's perspective, the increase of UCCs has led to an expansion of alternative means of communications, while from the business perspective UCCs have formed an environment in which an abundant amount of new contents can be produced. Despite outward quantitative growth, however, many aspects of UCCs do not meet the expectations of general users in terms of quality, and this can be observed through pirated contents and user-copied contents. The purpose of this research is to investigate effective methods for fostering production of creative user-generated content. This study proposes two core elements, namely, reward and motivation, which are believed to enhance content creativity as well as the mediating factor and users' committement, which will be effective for bridging the increasing motivation and content creativity. Based on this perspective, this research takes an in-depth look at issues related to constructing the dimensions of reward and motivation in UCC services for creative content product, which are identified in three phases. First, three dimensions of rewards have been proposed: task dimension, social dimension, and organizational dimention. The task dimension rewards are related to the inherent characteristics of a task such as writing blog articles and pasting photos. Four concrete ways of providing task-related rewards in UCC environments are suggested in this study, which include skill variety, task significance, task identity, and autonomy. The social dimensioni rewards are related to the connected relationships among users. The organizational dimension consists of monetary payoff and recognition from others. Second, the two types of motivations are suggested to be affected by the diverse rewards schemes: intrinsic motivation and extrinsic motivation. Intrinsic motivation occurs when people create new UCC contents for its' own sake, whereas extrinsic motivation occurs when people create new contents for other purposes such as fame and money. Third, commitments are suggested to work as important mediating variables between motivation and content creativity. We believe commitments are especially important in online environments because they have been found to exert stronger impacts on the Internet users than other relevant factors do. Two types of commitments are suggested in this study: emotional commitment and continuity commitment. Finally, content creativity is proposed as the final dependent variable in this study. We provide a systematic method to measure the creativity of UCC content based on the prior studies in creativity measurement. The method includes expert evaluation of blog pages posted by the Internet users. In order to test the theoretical model of our study, 133 active blog users were recruited to participate in a group discussion as well as a survey. They were asked to fill out a questionnaire on their commitment, motivation and rewards of creating UCC contents. At the same time, their creativity was measured by independent experts using Torrance Tests of Creative Thinking. Finally, two independent users visited the study participants' blog pages and evaluated their content creativity using the Creative Products Semantic Scale. All the data were compiled and analyzed through structural equation modeling. We first conducted a confirmatory factor analysis to validate the measurement model of our research. It was found that measures used in our study satisfied the requirement of reliability, convergent validity as well as discriminant validity. Given the fact that our measurement model is valid and reliable, we proceeded to conduct a structural model analysis. The results indicated that all the variables in our model had higher than necessary explanatory powers in terms of R-square values. The study results identified several important reward shemes. First of all, skill variety, task importance, task identity, and automony were all found to have significant influences on the intrinsic motivation of creating UCC contents. Also, the relationship with other users was found to have strong influences upon both intrinsic and extrinsic motivation. Finally, the opportunity to get recognition for their UCC work was found to have a significant impact on the extrinsic motivation of UCC users. However, different from our expectation, monetary compensation was found not to have a significant impact on the extrinsic motivation. It was also found that commitment was an important mediating factor in UCC environment between motivation and content creativity. A more fully mediating model was found to have the highest explanation power compared to no-mediation or partially mediated models. This paper ends with implications of the study results. First, from the theoretical perspective this study proposes and empirically validates the commitment as an important mediating factor between motivation and content creativity. This result reflects the characteristics of online environment in which the UCC creation activities occur voluntarily. Second, from the practical perspective this study proposes several concrete reward factors that are germane to the UCC environment, and their effectiveness to the content creativity is estimated. In addition to the quantitive results of relative importance of the reward factrs, this study also proposes concrete ways to provide the rewards in the UCC environment based on the FGI data that are collected after our participants finish asnwering survey questions. Finally, from the methodological perspective, this study suggests and implements a way to measure the UCC content creativity independently from the content generators' creativity, which can be used later by future research on UCC creativity. In sum, this study proposes and validates important reward features and their relations to the motivation, commitment, and the content creativity in UCC environment, which is believed to be one of the most important factors for the success of UCC and Web 2.0. As such, this study can provide significant theoretical as well as practical bases for fostering creativity in UCC contents.
The wall shear stress in the vicinity of end-to end anastomoses under steady flow conditions was measured using a flush-mounted hot-film anemometer(FMHFA) probe. The experimental measurements were in good agreement with numerical results except in flow with low Reynolds numbers. The wall shear stress increased proximal to the anastomosis in flow from the Penrose tubing (simulating an artery) to the PTFE: graft. In flow from the PTFE graft to the Penrose tubing, low wall shear stress was observed distal to the anastomosis. Abnormal distributions of wall shear stress in the vicinity of the anastomosis, resulting from the compliance mismatch between the graft and the host artery, might be an important factor of ANFH formation and the graft failure. The present study suggests a correlation between regions of the low wall shear stress and the development of anastomotic neointimal fibrous hyperplasia(ANPH) in end-to-end anastomoses. 30523 T00401030523 ^x Air pressure decay(APD) rate and ultrafiltration rate(UFR) tests were performed on new and saline rinsed dialyzers as well as those roused in patients several times. C-DAK 4000 (Cordis Dow) and CF IS-11 (Baxter Travenol) reused dialyzers obtained from the dialysis clinic were used in the present study. The new dialyzers exhibited a relatively flat APD, whereas saline rinsed and reused dialyzers showed considerable amount of decay. C-DAH dialyzers had a larger APD(11.70
The wall shear stress in the vicinity of end-to end anastomoses under steady flow conditions was measured using a flush-mounted hot-film anemometer(FMHFA) probe. The experimental measurements were in good agreement with numerical results except in flow with low Reynolds numbers. The wall shear stress increased proximal to the anastomosis in flow from the Penrose tubing (simulating an artery) to the PTFE: graft. In flow from the PTFE graft to the Penrose tubing, low wall shear stress was observed distal to the anastomosis. Abnormal distributions of wall shear stress in the vicinity of the anastomosis, resulting from the compliance mismatch between the graft and the host artery, might be an important factor of ANFH formation and the graft failure. The present study suggests a correlation between regions of the low wall shear stress and the development of anastomotic neointimal fibrous hyperplasia(ANPH) in end-to-end anastomoses. 30523 T00401030523 ^x Air pressure decay(APD) rate and ultrafiltration rate(UFR) tests were performed on new and saline rinsed dialyzers as well as those roused in patients several times. C-DAK 4000 (Cordis Dow) and CF IS-11 (Baxter Travenol) reused dialyzers obtained from the dialysis clinic were used in the present study. The new dialyzers exhibited a relatively flat APD, whereas saline rinsed and reused dialyzers showed considerable amount of decay. C-DAH dialyzers had a larger APD(11.70