• Title/Summary/Keyword: Experience on performance

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Effects of prior experience and the number of project on individual-level technology commercialization (기술이전 경험과 수행과제 수가 개인의 기술사업화 성과에 미치는 영향)

  • Park, Sangmoon;Park, Il-Soo
    • Journal of Technology Innovation
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    • v.21 no.3
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    • pp.95-119
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    • 2013
  • There are increasing policy and academic interests on technology commercialization of public research organizations. Prior researches have focused on institutional factors and organizational differences between academics and public research organizations. Using a new data on individual-level characteristics and commercialization, we examine the effects of prior experience and total number of research projects on commercialization performance. We find strong positive relationships between prior experience and commercialization performance. Also we find a inverted U-curved relationships between total number of research projects and commercialization. Based on these results, we suggest some policy implications to promote technology commercializations of public research organizations.

Study on the Performer's Transference and Mental Borderline in a Performance (공연에서 나타나는 '전이'와 배우의 '심리적 경계'에 관한 연구)

  • Kim, Jong-Gu
    • (The) Research of the performance art and culture
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    • no.25
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    • pp.57-89
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    • 2012
  • The performers preparing for a performance usually experience the process of mental transference, contacting with text (drama) for the first time. It is movement from their everyday life to space in the play, when they try to break the wall between cast and themselves. The transference happens actually at the physical space, such as a dressing room, wing, (place just before appearing at a stage), and a stage (place to contact with audience). Performers keep moving among each psychological and physical space repeatedly, until the performance finishes totally. The transference means moving to each space to another, and the mental borderline means the point of mental change the performers experience during the process of transference. The mental borderline can be guessed to exist through mental aspects the performers feel when they move from each space to another. The most typical example, that shows performer's mental borderline well, is stage fright shown as tension, or anxiety among the variety of aspects. According to a research, the most performers experience that kind of mental aspect just before appearing at a stage. The study on it is already referred by my article.' A Study on Korean Performer's Stage Fright. This study aims at examining the relationship among psychological and physical space the performers experience, mental borderline when transferring and penetrating those spaces, and performer's mental change First, the concept of mental borderline is to be understood totally with preceded research. And the space the performers experience and mental borderline at transference are to be reorganized. Secondly, the area of transference in the process of performance is to be reclassified into physical and mental space. Third, analyzing the actual case of performers experiencing the mental borderline, the diversified use should be searched to make use of mental borderline as a positive element. The psychological symptoms, performers experience in the performance, can have positive consequence beside negative one. The tension occurring at the area of borderline is positive, and it can be the actual borderline for the performers. It will be researched how the performers change at the mental borderline, the state of mind is maintained, and they perform in an overall performance, through the study on the relationship between the transference and the mental borderline. And the stress and concentration caused by stage fright, and shyness will be confirmed, and the positive element of a stage, which is used as various defense mechanism.

Effects of Task Characteristics and Medium Experience on Perceived Media Richness and Social Presence (과업과 특성과 매체 경험이 인지된 매체 풍요도와 사회적 존재성에 미치는 영향)

  • Suh, Kil-Soo
    • Asia pacific journal of information systems
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    • v.8 no.3
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    • pp.119-134
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    • 1998
  • Among several theories to explain how different communication media affect task performance, media richness theory(MRT) is one of the most frequently cited. Recent studies related to the use of communication media, however, have raised the question of the effectiveness of the MRT as a predictor of media choices or of individual effectiveness. The objective of this research is to examine the assumptions of the MRT. MRT proposes that the properties of media are objective in other words, they are inherent and physical attributes recognizable by users. This study experiments on the effects of task characteristics and medium experience on the perceived media richness and social presence. The results of this study did not support the assumptions of the MRT. There was an interaction effects of task characteristics and medium experience on both the perceived media richness and social presence. While the inexperienced computer-mediated communication(CMC) group perceives their medium richer for the unequivocal task, the experienced CMC group perceives their medium equally for the equivocal and the unequivocal task.

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Applications of Experiential Learning Theory to Graduate Medical Education (졸업 후 의학교육에 경험학습이론의 활용)

  • Lee, Young Hee;Kim, Byung Soo
    • Korean Medical Education Review
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    • v.11 no.1
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    • pp.11-20
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    • 2009
  • The purpose of this study was to introduce the concepts of experiential learning and the Kolb's model, and to review some applications of experiential learning theory in graduate medical education. The published literature on GME and education for general practitioners applying the experiential theory and the Kolb's model was reviewed. Experience learning defined the cyclical learning process which emphasizes the learners' reflective thinking of the learners' concrete experiences and their active participation in continuous learning actives. Kolb includes this 'cycle of learning' as a central principle in his experiential learning theory. This is typically expressed as a four-stage cycle of learning. Kolb's cycle moves through concrete experience(CE), reflective observation(RO), abstract conceptualization(AC) and active experimentation(AE). Components of continuing education of the adult learner were based on autonomy, context of learning, and competence and performance as educational objectives. Some strategies for graduate medical education were reflective thinking, self-directed learning, morning reporting and feedback with peer review, etc. Opportunities for learning from experience in practical life can be made to enhance reflective thinking and performance of practitioners. Strategies to develop reflective practice among physicians should be explored by further research.

Perceived Risk in Online Purchase of Sporting Goods (스포츠용품 인터넷 구매의 위험지각에 관한 연구)

  • Min Dai-Hwan;Lee Seung-Yeop;Rim Seong-Taek
    • Journal of Information Technology Applications and Management
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    • v.13 no.2
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    • pp.127-143
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    • 2006
  • As the number of Internet users increases, online shopping malls are gradually flourishing and sales are continuously growing. However, since consumers are not able to check what they purchase when buying products on the Internet, they are bound to have higher risk perception than buying directly from off-line stores. Especially, sporting goods require a special attention because a preliminary test is important. Therefore, the risk perception is much higher when people purchase sporting goods online. This study first identifies the multi-dimensionality of risk perception. Then, it investigates whether online purchasing experience of sporting goods makes differences in the level of risk perception. In addition, it examines whether the risk perception by those who had an experience in purchasing sporting goods online affects the customer satisfaction. This study has identified five dimensions in the concept of risk perception, such as financial risk, performance risk, security risk, delivery risk, and psychological/physical risk. A statistical analysis shows that people without an experience in purchasing sporting goods online have perceived significantly higher performance risk, security risk, and psychological/physical risk than those with online purchasing experiences. Finally, this study has found that delivery risk, financial risk, and psychological/physical risk have significant negative influences on the customer satisfaction.

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Review of Reliability and Validity of Medical Service Experience Survey: Focused on the Differences by Type of Medical Institutions (의료서비스경험조사의 신뢰도 및 타당도 검토: 의료기관 특성별 차이를 중심으로)

  • Kim, Heenyun;Choi, Yongseok;Moon, Seokjun;Shin, Jeongwoo
    • Health Policy and Management
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    • v.32 no.1
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    • pp.94-106
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    • 2022
  • Background: The efforts to build more "people centered," "patient centered" health system has been emerging all over the world. Aligning with it, the Korean government is conducing the survey called "Medical Service Experience Survey (MSES)." There are critics, however, that MSES is not scrutinizing the medical experiences of patients in various healthcare settings. For this reason, this study aims to perform an empirical analysis of the differences in answers of patients responding to various healthcare settings. Methods: There are two steps in this study. First, explanatory analysis is conducted to compare the tendency of statistical concentration on questionnaires by divided healthcare settings. Second, confirmative analysis is carried out to evaluate the construct validity, reliability, and discriminant validity of the questionnaire in each healthcare setting. The raw data of MSES, which was conducted in 2020 by the Ministry of Health and Welfare in Korea and the Korean Institute for Health and Social Affairs is used. Results: As a result of exploratory factor analysis for all outpatients, the items were classified into four factors statistically: "doctor experience," "nurse experience," "outpatient service experience," and "patient satisfaction." It was confirmed that the reliability of all factors extracted was secured. However, for patients who visited hospitals, questionnaires related to personal privacy, such as "experiences on medical staffs considering physical exposure" or "experiences related to personal information exposure," were answered in conjunction with items of "nurse experience." Besides, patients responded that administrative elements of medical services, such as "experiences of comfort in medical institutions" and "experiences of satisfactory administrative services," were related to the items of "nurse experience." The answers of patients who visited traditional medical hospitals and clinics about "doctor experience" and "nurse experience" were not discerned statistically, and the answers to "doctor experience," "nurse experience," and "medical institution experience" were entangled with the responses of patients who visited dental hospitals and clinics. On the other hand, as a result of the confirmatory factor analysis, it was found that the inquiries of MSES generally had intensive validity. Conclusion: The collection of objective and scientific data is the prominent component to enlighten the patient-centered healthcare system alongside with change of the worldwide paradigm of measuring the healthcare system performance as follows the transition of perspective of health care from provider-centered to patient-centered. This study empirically shows that the patient experience can vary as the healthcare settings. Furthermore, to make an advance in measuring the experience of patients with medical services, this article proposes the deliberate consideration of the different kinds of healthcare settings and articulate design of the survey.

A study on evaluator factors affecting physician-patient interaction scores in clinical performance examinations: a single medical school experience

  • Park, Young Soon;Chun, Kyung Hee;Lee, Kyeong Soo;Lee, Young Hwan
    • Journal of Yeungnam Medical Science
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    • v.38 no.2
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    • pp.118-126
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    • 2021
  • Background: This study is an analysis of evaluator factors affecting physician-patient interaction (PPI) scores in clinical performance examination (CPX). The purpose of this study was to investigate possible ways to increase the reliability of the CPX evaluation. Methods: The six-item Yeungnam University Scale (YUS), four-item analytic global rating scale (AGRS), and one-item holistic rating scale (HRS) were used to evaluate student performance in PPI. A total of 72 fourth-year students from Yeungnam University College of Medicine in Korea participated in the evaluation with 32 faculty and 16 standardized patient (SP) raters. The study then examined the differences in scores between types of scale, raters (SP vs. faculty), faculty specialty, evaluation experience, and level of fatigue as time passes. Results: There were significant differences between faculty and SP scores in all three scales and a significant correlation among raters' scores. Scores given by raters on items related to their specialty were lower than those given by raters on items out of their specialty. On the YUS and AGRS, there were significant differences based on the faculty's evaluation experience; scores by raters who had three to ten previous evaluation experiences were lower than others' scores. There were also significant differences among SP raters on all scales. The correlation between the YUS and AGRS/HRS declined significantly according to the length of evaluation time. Conclusion: In CPX, PPI score reliability was found to be significantly affected by the evaluator factors as well as the type of scale.

AUX Model for restoring and analyzing Associative User Experience informations (연상된 사용자 경험정보 축척 및 분석을 위한 AUX 모델)

  • Ryu, Chun-Yeol;Yang, Hae-Sool
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.586-596
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    • 2011
  • In the IT industry, processing units of IT applications are getting smaller and high efficient. Furthermore, the realization of various smart functions is highly feasible now due to advances in sensing technology. The service infrastructures on high efficient and compact mobile devices are applied to various areas. These also could be possessed by users and is built into the devices. Currently, studies on the UX(User Experience) field to attempt an analysis and prediction of user's information are continuing with reference to the UI(User Interface). However, research on the common framework of classification and storing the user-information, and standardization of form has not been attempted yet. In this study, we proposed the AUX(Associative user Experience) model and process structure to store various empirical data by users. The AUX model expressed a diversity of user's empirical data using extended E-TCPN model. And also, we expressed the data structure using XML with reference to the application of AUX model. This expressed model and separation of process structure guarantee its specialty, productivity and flexibility through the humanistic characteristics of users and the independence of technical process structure. The AUX model maps out the AUX information process architecture and expressed the process with the improved MPP algorithm, to analyze of its performance. The simulation of movements applying to MPP traffic allocation of VOD is used to analyze of its performance. The playback deviation of MPP Graphic Allocation Algorism where the AUX model was applied was improved by 10.41% more than the one where it was not applied. As a result of that, playback performance has improved due to the conversion of AUX with accessing media, content of users and dynamic traffic allocation such as MPI and CPI.

Customizing Ground Color to Deliver Better Viewing Experience of Soccer Video

  • Ahn, Il-Koo;Kim, Young-Woo;Kim, Chang-Ick
    • ETRI Journal
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    • v.30 no.1
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    • pp.101-112
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    • 2008
  • In this paper, we present a method to customize the ground color in outdoor sports video to provide TV viewers with a better viewing experience or subjective satisfaction. This issue, related to content personalization, is becoming critical with the advent of mobile TV and interactive TV. In outdoor sports video, such as soccer video, it is sometimes observed that the ground color is not satisfactory to viewers. In this work, the proposed algorithm is focused on customizing the ground color to deliver a better viewing experience for viewers. The algorithm comprises three modules: ground detection, shot classification, and ground color customization. We customize the ground color by considering the difference between ground colors from both input video and the target ground patch. Experimental results show that the proposed scheme offers useful tools to provide a more comfortable viewing experience and that it is amenable to real-time performance, even in a software-based implementation.

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The Influences of Problem Gambling on Suicidal Ideation and Suicidal Attempts of Adolescents -Focusing on the comparison between School Adolescents and Out-of-School Adolescents- (청소년의 도박문제가 자살생각과 자살시도에 미치는 영향 -학교 청소년과 학교 밖 청소년의 비교를 중심으로-)

  • Kim, Ji-Hae
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.465-474
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    • 2021
  • The purpose of this study is to identify the influence of problem gambling on suicidal ideation and suicidal attempts of school adolescents and out-of-school adolescents. Data were obtained from the 2018 Survey on Youth Gambling Problems and analyzed using logistic regressions. The results of this study were as follows: First, Out-of-school adolescents have more problems with the problem gambling severity, experience a decline in academic performance due to gambling, experience of borrowing money from acquaintances of lenders, suicidal ideation and suicidal attempts than school adolescents. Second, regardless of whether they attended school, experience of borrowing money from lenders was identified as significant variable of suicidal ideation and attempt. Third, problem gambling severity, experience of borrowing money from acquaintances of lenders and a decline in academic performance appeared to influence suicidal ideation and suicidal attempts of school adolescents. Based on this results, we suggested the method to decrease suicide due to problem gambling.