• Title/Summary/Keyword: Experiencing Contents

Search Result 192, Processing Time 0.03 seconds

Effective Education Contents of Hospice for Medical Students (예비의료인을 위한 효과적 호스피스 교육컨텐츠 구성)

  • Seo, Young-Jun;Kim, Hyun-Ju;Bae, Sung-Kwon
    • The Korean Journal of Health Service Management
    • /
    • v.4 no.2
    • /
    • pp.85-95
    • /
    • 2010
  • This study was to understand perception level and education need on hospice, and to development effective education contents of hospice for medical students. Descriptive survey research design was used. Participants were 426 and the data collecting period was from July. 22. to July. 29. in 2008. The data were analyzed using descriptive analysis, chi-square test, Wilcoxon's signed rank test. The participants experiencing in hospice education program demonstrated higher perception level and education need about hospice than non-participants. Also, The participants experiencing in hospice education showed more concerning on effective education contents of hospice than non-participants. Therefore, hospice education program must be prepared in a continual and systematic way in order to provide for effective education of medical students in Korea.

A Study on the Characteristics of Methods for Experiencing Contents and Network Technologies in the Exhibition space applied with Location Based Service - Focus on T.um as the Public Exhibition Center for a Telecommunication Company - (위치기반서비스(LBS) 적용 전시관의 콘텐츠 체험방식과 기술특성에 관한 연구 - 이동통신 기업홍보관 티움(T.um)을 중심으로 -)

  • Yi, Joo-Hyoung
    • Korean Institute of Interior Design Journal
    • /
    • v.19 no.5
    • /
    • pp.173-181
    • /
    • 2010
  • Opened on November 2008, as the public exhibition center of a telecommunication company, T.um is dedicated for delivering the future ubiquitous technologies and business vision of the company leading domestic mobile communication business to the global expected clients and business partners. Since the public opening, not only over 18,000 audiences in 112 nations have been visiting T.um, but also the public media have been releasing news regarding the ubiquitous museum constantly. By the reasons, T.um is regarded as a successful case for public exhibition centers. The most distinguished quality of the museum is established by the Location Based Service technology in the initial construction stage. A visitor in anyplace of T.um can be detected by digital devices equipped GPS systems. The LBS system in T.um allows visitors to get the information of relevant technologies as well as the process of how to operating each content at his own spots by smart phone of which wireless network systems make it possible. This study is focusing on analyzing and defining the T.um special qualities in terms of technologies to provide the basic data for following exhibition space projects based on LBS. The special method of experiencing contents can be designed by utilizing the network system applied to T.um in the planning stage.

Research and Development of Virtual School Life Experiencing Contents Using Virtual Reality Technology in the Untact Era (언택트 시대에 가상현실 기술을 이용한 가상 학교생활 체험 콘텐츠 연구 및 개발)

  • Sim, Jae-hyeok;Cho, Sae-Hong
    • Journal of Advanced Navigation Technology
    • /
    • v.25 no.1
    • /
    • pp.108-114
    • /
    • 2021
  • In recent years, human is experiencing an 'untact' era that has not been existed before. A remarkable features of an untact era is a limited or no interaction with other people and things in a daily life. In order to overcome this special situation, diverse state-of-the-art technologies like ICT technology are being used to give the effect of face-to-face and contact. In particular, Virtual Reality technology allows users to actively interact with virtual environments, objects, and other people, thereby providing effects that are as similar as possible to experience in real life. School freshmen are also experiencing various inconveniences because they are not experiencing the environment or academic management of newly admitted schools in the untact era. This research is a study and implementation of 'Virtual School Life Experience Content' which provides new students to tour campus, to utilize the school buildings facilities, to experience of academic schedules including course registration, and to participate in school events in an environment that is as close as possible to the real campus. Freshmen will be able to easily adapt to a new school through the implemented VR content.

A Study on the Inflection Point from the Stanislavsky's System to the American Acting Method - Focusing on "Experiencing" and Actor's "Double consciousness" - (스타니슬랍스키 시스템에서 아메리칸 액팅 메소드로의 변곡점에 관한 연구 -체험(Experiencing)과 배우의 이중 의식(Double consciousness)을 중심으로-)

  • Bae, Minhee
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.12
    • /
    • pp.828-841
    • /
    • 2021
  • This study attempts to investigate why Stanislavsky's System, which has been the basis of modern acting, and the American Acting Method, which is the American succession of the System, were forced to become acting theories with a completely different nature. First, this study tracks the publishing and translating process of Stanislavsky's books related to System targeting the major countries of System succession, Russia, the United States, and South Korea, so it confirms that the System has been understood completely differently in each country. Based on this, this study aims to clarify the difference and cause of it in the two acting theories by discussing how the "Experiencing" and the actor's "Double Consciousness", which keep the ground of System, were accepted in the Method. To recognize Stanislavsky's publication, translation, and understanding of the System, which is an inflection point from the System to the Method, will be an attempt to fully understand both acting theories. It is hoped that this study that fundamentally seeks to comprehend System and Method will serve as the foundation for discussion from various perspectives on both acting theories in the future.

Development of Experiencing Dance Contents using Motion Inertial Sensors (움직임 관성 센서를 이용한 체험형 댄스 콘텐츠 개발)

  • Kim, Jong-Nam;Seon, Duk-Kyu;Kim, Dae-Ong;Kim, Chan-Su;Jung, Young-Kee
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02a
    • /
    • pp.754-759
    • /
    • 2008
  • 본 연구에서는 관성 센서가 내장된 컨트롤러를 이용하여 정의된 5가기의 동작과 비교하여 가상의 댄스 캐릭터와 함께 즐기는 체험형 댄스 콘텐츠 시스템을 제안한다. 체험자는 화면에 순서대로 출력되는 동작 리스트와 같은 움직임을 취하게 되며 동작의 정확도 및 타이밍에 따라 차등 점수를 부여토록 하였다. 이러한 댄스 콘텐츠 시스템을 위해서는 각 동작 대해 학습과 실시간으로 사용자의 동작을 구분하는 것이 필요하다. 다수개의 소형 무선 컨트롤러를 손과 발 등 주요부위에 착용하고 논문에 제안된 방법을 활용하게 되면 사용자의 흥미와 몰입감을 더해줄 것으로 기대된다.

  • PDF

Design of Edutainment Contents Using Motion Recognition for Enhancing Sociability and Visual Perception of Children (유아의 시지각 및 사회성 향상을 위한 동작 인식 기반 에듀테인먼트 콘텐츠 개발)

  • Park, Yoon;Yang, Janghoon
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.7
    • /
    • pp.170-180
    • /
    • 2015
  • With progress in emerging new media technology and associated device, there is growing interest in a new type of contents in the filed of children education. In this research, we developed a edutainment content for enhancing sociability and visual perception of children exploiting kinect. Recreating what is visually perceived with physical movement is adopted to develop visual perception. It is also designed such that one's sociability can be enhanced through experiencing natural physical contact and collaboration while interacting with the developed content. The prototype of the content was created through development of character to boost interest, a short animation for storytelling, and interactive programming. In the second pilot test which was done with the content improved through the first pilot test, it was observed that children easily played with it and actively participated in experiencing it. From this observation, it is expected that the developed content may work as a promising edutainment content which fosters children to enhance visual perception and sociability through natural interaction.

Analyses on Satisfaction and Perception for Space according to Experiencing Interactive Media in Exhibition Halls (인터렉티브 미디어 체험에 따른 전시공간에 대한 공간 만족도 및 인지도 분석)

  • Song, Yoo-Young;Lee, Ji-Hyun;Kim, Soo-Young
    • Korean Journal of Air-Conditioning and Refrigeration Engineering
    • /
    • v.24 no.3
    • /
    • pp.271-280
    • /
    • 2012
  • This study examines the influence of experiencing interactive media in exhibition halls on the satisfaction and perception for the exhibition space. Field measurements and surveys were performed in two exhibition halls where various interactive media were exhibited. Results imply that experiencing interactive media was important to enhance understanding the information provided by them. In order to improve satisfaction for the exhibition halls, the layout of space need to be organized effectively in a way that visitors easily feel interest in the contents and information exhibited in the space. Also, in order to keep better perception for exhibition space, the information provided in the space should be organized clearly and open to visitors easily. The flow of visitors' traffic in the exhibition space should be perceived easily by the visitors. Multiple linear regression indicated that the space should be organized effectively with good visual composition that surrounds the exhibits in order to improve satisfaction level for the exhibition hall. In addition, various information provided by the media contributed to improve perception for the exhibition hall.

Qualitative Research on Nurses Experiencing Taeoom (간호사의 태움 체험에 관한 질적 연구)

  • Choeng, SunHwa;Lee, InSook
    • Korean Journal of Occupational Health Nursing
    • /
    • v.25 no.3
    • /
    • pp.238-248
    • /
    • 2016
  • Purpose: The purpose of this empirical research was to describe the contents what had happened to nurses experiencing taeoom. Methods: This study explored the phenomenological ways to understand lived experiences in nurses' 'Taeoom' and investigated the 'Taeoom' through the deductive content analysis. For the this study, the data was collected through individual interviews with 11 nurses who worked over 12months in 1 hospital, lived in 5 areas, working 7 nursing unit of 10 hospitals. The interviews conducted by semi structured questions about participants' lived experiences in 'Taeoom'. Results: Inductive contents analysis identified 5 categories and 15 subcategories. Main themes in this study included a failed membership, difficult of practical field adaptation, feared with nursing unit life, self-centered peer relationships and rite of passage. Conclusion: This study results have been illuminated with edged sword which has a dark side and a light side to experienced in 'Taeoom'. Newly employed nurses have suffering from 'Taeoom' as well as retained nurse. Therefore, policy and practice programs for a diminution of suffering and management for nurses 'Taeoom' should be developed and implemented.

Exploring Online Gamers′ Preference for Online Games (온라인 게임의 속성이 온라인 게이머들의 선호도에 미치는 영향에 대한 탐색적인 연구)

  • 백승익;송영석
    • Journal of the Korean Operations Research and Management Science Society
    • /
    • v.29 no.1
    • /
    • pp.71-85
    • /
    • 2004
  • Many online content providers who use the Internet to distribute contents, such as news, music, games, books, and other types of information, have been experiencing an extremely competitive business environment. To survive in this environment, they have started charging a fee for the contents that they provide. However, there have been very few success stories in commercializing online contents. One of the biggest hurdles may be customers' psychological resistance against paying a fee for the contents that have been free of charge previously. Without examining customers' perceived prices for online contents, many online content providers have tended to decide their prices by themselves. Online games are not exceptional cases. Although many online game-related research works have focused on psychological and technical aspects, very few works have examined online garners' preference carefully. This study alms at exploring online garners' preference by measuring their WTP (willingness to pay) for online games.

An Analysis of Instructional Sequences Related to Spatial Sense (공간 감각 관련 지도 내용 계열 분석)

  • Choi Kyung Suk;Paik Seok Yoon
    • Journal of Elementary Mathematics Education in Korea
    • /
    • v.8 no.1
    • /
    • pp.63-87
    • /
    • 2004
  • This study was composed of series of guidance contents in the sub-field of spatial sense from the 7th curriculum according to the series theory by the level by Gagne & Briggs. As for the guidance contents in this field, this study discovered that it had ‘experiencing the various space senses’,‘operating it mentally (internalization)’, and ‘utilizing and expressing the space sense mathematically’ in order largely. The contents of series constitution by the subject and by the stage, a result of this research, will be helpful to the establishment of achievement standard and valuation standard by the stage.

  • PDF