• Title/Summary/Keyword: Experience Dimensions

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Quality of Pediatric Nursing Care: Concept Analysis (아동간호의 질에 대한 개념분석)

  • Choi, Mi-Young;Bang, Kyung-Sook
    • Journal of Korean Academy of Nursing
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    • v.40 no.6
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    • pp.757-764
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    • 2010
  • Purpose: This paper is a report of a concept analysis of 'quality of pediatric nursing care', Methods: Rodgers's evolutionary method of concept analysis was used. Data were collected from published literature related to quality of pediatric nursing care. Results: Quality of pediatric nursing care was identified with three dimensions and seven attributes: 1) nurse's character: technical competence, interpersonal competence, 2) nurse's activities: developmentally appropriate care, attentiveness, entertainment, 3) nurse-parent interaction: nurse-parent partnership, emotional support. Antecedents of quality of pediatric nursing care were 'child and parent's expectation about pediatric nursing care', 'previous caring experience of pediatric nurses'. Consequences of quality of pediatric nursing care were 'meet child and parent's needs' and 'better health outcomes.' Conclusion: 'Quality of pediatric nursing care' is a core concept in pediatric nursing practice. Appropriate instruments to operationalize the concept need to be developed.

The effect of landscape meaning on landscape assessment focused on the interaction with scenic beauty, people\\`s purpose and socio-cultural experience (경관의 의미와 경관평가에 관한 연구 - 경관의 미적 특질, 사람들의 목적 및 사회 문화적 경험과의 관련성을 중심으로 -)

  • 이영경
    • Journal of the Korean Institute of Landscape Architecture
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    • v.24 no.4
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    • pp.59-73
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    • 1997
  • Past research suggests that a landscape has a specific situational meaning that is comprized of physical, social, and functional dimensions. and that the meaning: influences person/landscape interactions. In this study. the effect of landscape meaning on three landscape assessment(scenic beauty assessment, picnic preference, living preference) was tested by manipulating landscape meaning in three ways: Korean-positive, Korean-neutral, American-positive The results showed that landscape ,meaning played an important role in determining cognitive interactions and affective experiences of landscapes. However, it should be notch that the beneficial effect of positive meaning on landscape experiences depended on people's tasks and levels of oflandscape beauty. The effect was larger for both picnic preference (than scenic beauty and living preference) and low-beauty landscape (than the high-beauty) . The results also showed that the beneficial effect of positive meaning depended on the relationship between talc nature of positive meaning and measurement context.

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Vacuum Technology for EUV Lithography (EUV Lithography를 위한 진공 기술)

  • Joo, Jang Hun
    • Vacuum Magazine
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    • v.1 no.3
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    • pp.14-20
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    • 2014
  • Lithography is widely recognized as one of the key steps in the manufacture of ICs and other devices and/or structures. However, as the dimensions of features made using lithography become smaller, lithography is becoming a more critical factor for enabling miniature IC or other devices and/or structures to be manufactured. As explained above, to make it happen, many other important technologies will have to be addressed. The vacuum technology is one of them and the engineers and experts are paying attention on vacuum technology including vacuum pumps. Especially high Vacuum(HV) and Ultra high vacuum(UHV) are not easy and not simple one. So the manpower who can understand vacuum technology with long experience in vacuum industry is important with basic study.

Knowledge Base Construction of Ship Design Using Fuzzy Equalization and Rough Sets (퍼지균등화와 러프집합을 이용한 선박설계 지식기반 구축)

  • Suh, Kyu-Youl
    • Journal of Ocean Engineering and Technology
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    • v.21 no.6
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    • pp.115-119
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    • 2007
  • Inference rules of the knowledge base, generated by experts or optimization, may be often inconsistent and incomplete. This paper suggests a systematic and automatic method which extracts inference rules not from experts' subject but from data. First, input/output linguistic variables are partitioned into several properties by the fuzzy equalization algorithm and each combination of their properties comes to premise of inference rule. Then, the conclusion which is the mast suitable for the premise is selected by evaluating consistent measure. This method, automatically from data, derives inference rules from experience. It is shown through application that extracts new inference rules between hull dimensions and hull performance.

Concept Analysis of Cancer Rehabilitation for Cancer Survivors (암 생존자의 암 재활에 대한 개념분석)

  • Chang, Hee-Kyung;Park, Yeon-Hwan
    • Perspectives in Nursing Science
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    • v.8 no.1
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    • pp.1-9
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    • 2011
  • Purpose: The purpose of this study was to identify and define the concept of cancer rehabilitation in the lives of cancer survivors. Methods: A hybrid model of concept development was used to interface theoretical analaysis and empirical observation with a focus on definition. A comprehensive literature review and semi-structured interviews with five cancer survivors were completed. Results: The concept of cancer rehabilitation was found to be a route toward a positive experience having meaning in two dimensions: recovery of the activities of daily living and intrapersonal growth. Four attributes and ten indicators were defined. Conclusion: Cancer rehabilitation was defined as a positive process of change through recovery of the activities of daily living and intrapersonal growth. Therefore, oncology nurses can be encouraged to design, implement, and evaluate cancer rehabilitation nursing interventions with the results of this study. Further research needs to develop cancer rehabilitation measurements.

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A Study on the Moderate effect of Appraisal Results on the Relationship of Justice and Job Satisfaction (공정성과 직무만족의 관계에 있어 고과결과의 조절효과에 관한 연구)

  • Lee, Kwang-Hee;Yeom, Gyu-Yeol
    • Journal of Industrial Convergence
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    • v.3 no.1
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    • pp.125-143
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    • 2005
  • This study investigates that the relationship of performance appraisal justice and employee's job satisfaction and whether appraisal outcome perception can significantly take the moderate role on this relationship. We conduct empirical study with one dimension of distributive justice and 5 dimensions of procedural justice; appraisal system, participation of employee, feedback, knowledge of rater, and appraisal standard. The result shows that distributive and procedural justice significantly explain employees' job satisfaction. The result, also, shows that moderate role of appraisal outcome perception is significant. This means if the employee who regards appraisal outcome as high perceive appraisal justice, she/he will experience more job satisfaction than the employee who regards appraisal outcome as low.

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Connect, BTS: An Example of Innovative Transmedia Branding To Rethink Spatiality and Meaning-making

  • Piccialli, Stefania
    • Asia Marketing Journal
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    • v.22 no.4
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    • pp.151-170
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    • 2021
  • This case study research analyzes the cross-artistic project Connect, BTS and its relationship to transmedia branding, meaning-making and spatiality. After an overview of the argument and a section on methodology, the reader will find the analysis of the case study. Thanks to the use of a qualitative approach, this examination of Connect, BTS unveils the ways in which this initiative becomes a location that allows a reconceptualization of space that fosters plurality, exchange, and subjectivity. Connect, BTS unites seemingly incompatible fields under one project, favoring the co-creation of meanings among different artists, BTS, ARMY (the group's fans), business partners and viewers. This process has been investigated through content analysis, exploring Connect, BTS's transmedia strategies from branding to storytelling, to evaluate their efficacy in regard to brand identity, brand experience, and brand trust. The paper will also explore the variety of layers and spatial dimensions contained in Connect, BTS, which flow from art to the music industry, material and digital space, various market sectors and media. In light of this, Connect, BTS embraces a galaxy of separate semantic units into an extended liminal continuum that does not discount difference.

A Study on the Educational Effect of Safety Education Facilities through case study and interview with experts (교육 효과 제고를 위한 안전체험시설 전문가 의식 조사)

    • Journal of the Korean Institute of Educational Facilities
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    • v.29 no.2
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    • pp.3-11
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    • 2022
  • This is a qualitative case study conducted for the purpose of enhancing educational effect of safety education facilities. Recently, the Ministry of Education (MoE) has proclaimed the 7 standards for school safety education, and has established safety education facilities to implement experience-based safety education. This study attempted to explore ways to enhance educational effect of safety education facilities through participatory observation and interview conducted with personnel of several facilities. The findings of the study were as follows: it was necessary to secure and maintain facilities for the implementation of substantial safety education, to develop and distribute standardized curriculum and materials, and to improve quality of professional instructors. The study suggested implications and future tasks to improve the education effect of safety education facilities in various dimensions.

Research on Gamification Incentive Mechanism of E-commerce Platform

  • Zhao, Qiu-Yue;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.25 no.7
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    • pp.973-982
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    • 2022
  • As a new marketing tool, gamification design has been used in marketing practice by e-commerce platforms, aiming to motivate consumers to participate. Based on this, by sorting out relevant domestic and foreign literature, analysis of actual business cases, in-depth interviews with users, experiments and data analysis, this study extracts and describes in detail the elements of the e-commerce platform gamification incentive mechanism. Draw conclusions through research: (1) The incentive mechanism of gamification design of e-commerce platform contains four main dimensions : The richness of symbols, The fun of gamification, The contagiousness of Social and The seduction of achievement. (2) The four elements are closely related, and these can work on a system at the same time and have significant mutual effects. (3) Achievement and fun can bring intrinsic motivation to consumers, while sociability and symbols can bring external motivation to consumers and promote internal motivation through external motivation. (4) The seduction of achievement and the richness of symbol are most closely related.

An Experimental Comparison of the Usability of Rule-based and Natural Language Processing-based Chatbots

  • Yeji Lim;Jeonghun Lim;Namjae Cho
    • Asia pacific journal of information systems
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    • v.30 no.4
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    • pp.832-846
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    • 2020
  • Service organizations increasingly adopt data-based intelligent engines called chatbots in support of the interaction between customers and the companies. Two different types of chatbots have been suggested and introduced by companies leading the adoption of this emerging technology: rule-based chatbots and natural language processing-based chatbots. While the differences between these two types of technologies look relatively clear, the organizational and practical impacts of the differences have not been systematically explored. This study performed an experiment to compare the use of the two different types of chatbots used in practice by two comparable organizations. These two types of actual chatbots were used by Korean on-line shopping malls with similar business models (mobile shopping), length of history, size and reputation. The comparison was made based on such dimensions as usability, searchability, reliability and attractiveness. Contraty to conventional expectation that the superiority in technology will produce superior usability, the results show mixed superiority. The discussion on the reasons is presented.