• 제목/요약/키워드: Hands-on Experience

검색결과 223건 처리시간 0.034초

The Iceberg Nature of Fibromyalgia Burden: The Clinical and Economic Aspects

  • Ghavidel-Parsa, Banafsheh;Bidari, Ali;Maafi, Alireza Amir;Ghalebaghi, Babak
    • The Korean Journal of Pain
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    • 제28권3호
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    • pp.169-176
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    • 2015
  • This review has focused on important but less visible aspects of fibromyalgia (FM) with respect to the high impact of this disorder on patients and societies. FM is a common but challengeable illness. It is characterized by chronic widespread pain, which can be accompanied by other symptoms including fatigue, sleep disturbances, cognitive dysfunction, anxiety and depressive episodes. While our understanding of this debilitating disorder is limited, diagnosis and treatment of this condition is very difficult, even in the hands of experts. Due to the nature of disease, where patients experience invalidation by medical services, their families and societies regarding the recognition and management of disease, direct, indirect and immeasurable costs are considerable. These clinical and economic costs are comparable with other common diseases, such as diabetes, hypertension and osteoarthritis, but the latter usually receives much more attention from healthcare and non-healthcare resources. Present alarming data shows the grave and "iceberg-like" burden of FM despite the benign appearance of this disorder and highlights the urgent need both for greater awareness of the disease among medical services and societies, as well as for more research focused on easily used diagnostic methods and target specific treatment.

A Case Report of Sweet's Syndrome with Parotitis

  • Jo, Myoung-Soo;Lim, Young-Bin;Shin, Hea-Kyeong;Choe, Joon;Seul, Jung-Hyun;Jang, Tae-Jung
    • Archives of Plastic Surgery
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    • 제39권1호
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    • pp.59-62
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    • 2012
  • Sweet's syndrome is characterized by clinical symptoms, physical features, and pathologic findings which include fever, neutrophilia, tender erythematous skin lesions, and a diffuse infiltrate of mature neutrophils. This is a report of our experience of Sweet's syndrome with parotitis. A 57-year-old man initially presented with tender swelling on the right cheek similar to parotitis. His symptoms relapsed despite the use of an oral antibiotic agent for 3 weeks. He additionally presented with erythematous papules and plaques on the periocular area and dorsum of both hands. Histiopathologic findings on punch biopsy of the right dorsum of the hand showed superficial perivenular histiocytic infiltration without vasculitis. We confirmed this as histiocytoid Sweet's syndrome and used systemic corticosteroid. After initiation of treatment with systemic corticosteroids, there was a prompt recovery from both the dermatosis-releated symptoms and skin lesions. Sweet's syndrome should be considered in patients with therapy-refractory parotitis and unclear infiltrated nodules. We present a confusing case who initially appeared to have parotitis but turned out to have histiocytoid Sweet's syndrome.

실습에 기반한 임베디드 소프트웨어 설계 교육 (A Project-Based Embedded Software Design Course)

  • 문정호;박래정
    • 한국지능시스템학회논문지
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    • 제21권5호
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    • pp.581-587
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    • 2011
  • 이 논문은 임베디드 소프트웨어 설계 과목을 위한 실습 키트 하드웨어와 이 키트를 사용한 임베디드 소프트웨어 설계 교육 과정에 대해서 소개한다. 임베디드 소프트웨어 설계 과목은 그 특성상 실습과 한 학기에 걸친 프로젝트 위주로 진행되는데 이를 위해서는 소프트웨어를 실행시킬 실습 키트가 꼭 필요하다. 학생들이 하드웨어를 완벽하게 이해하고 소프트웨어 설계 및 개발을 진행할 수 있도록 학생들의 수준에 맞는 맞춤형 실습 키트 하드웨어를 설계하고 제작하였다. 학생들은 제작된 실습 키트를 사용하여 디바이스구동 소프트웨어에서부터 사용자 인터페이스까지 임베디드 소프트웨어 전 계층에 걸친 프로그램 설계하고 구현해 봄으로써 보다 수월하게 임베디드 시스템에 대한 이해를 넓히고 프로그램 개발 능력을 향상시킬 수 있었다.

엘리베이터 시뮬레이터를 활용한 임베디드 어플리케이션 소프트웨어 교수학습방법 연구 (Study on Teaching and Learning Methods of Embedded Application Software Using Elevator Simulator)

  • 고석훈
    • 컴퓨터교육학회논문지
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    • 제21권6호
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    • pp.27-37
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    • 2018
  • 본 논문에서는 임베디드 시스템의 어플리케이션 계층 소프트웨어 학습 도구로 사용할 수 있는 엘리베이터 시뮬레이터의 설계 및 개발 방법과 이를 이용한 교수학습방법을 제안한다. 본 시뮬레이터는 학생들에게 하드웨어와 임베디드 OS 계층의 이슈를 배제한 어플리케이션 계층에서 엘리베이터 시스템의 동작 원리와 제어 방법을 소프트웨어로 구현할 수 있는 환경을 제공하여, 반응(reactive)적이며 실시간(real-time)적인 특징을 갖는 임베디드 어플리케이션 개발 경험을 가질 수 있도록 한다. 아울러 본 논문에서는 시뮬레이터를 이용하여 단계별로 난이도가 높아지는 실습이 포함된 4주간의 임베디드 어플리케이션 소프트웨어 교육 과정을 제시하고, 실제 학생들을 대상으로 교육을 진행한 결과 학습 성취도 점수 83.3점을 얻어 본 교육 과정이 임베디드 어플리케이션 학습에 유의미한 효과가 있음을 입증하였다.

3D Online Marshmallow Simulation Game for Target Value Design

  • Kim, Suryeon;Mainardi, Pete;Jeong, H. David;Rybkowski, Zofia;Seo, Jinsil Hwaryoung
    • 국제학술발표논문집
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    • The 9th International Conference on Construction Engineering and Project Management
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    • pp.661-668
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    • 2022
  • Various lean design and construction methods such as target value design, pull planning, value stream mapping have successfully transformed the commercial building construction industry into achieving improved productivity, higher design and construction quality, and meeting the target values of construction projects. Considering the significant advantages of lean, the accelerated dissemination and adoption of lean methods and tools for construction is highly desirable. Currently, the lean design and construction body of knowledge is imparted primarily through publications and conferences. However, one of the most effective ways to impart this soft knowledge is through getting students and trainees involved in hands-on participatory games, which can quickly help them truly understand the concept and apply it to real-world problems. The COVID-19 Pandemic has raised an urgent need of developing virtual games that can be played simultaneously from various locations over the Internet, but these virtual games should be as effective as in-person games. This research develops an online 3D simulation game for Target Value Design that is as effective as in-person games or possibly better in terms of knowledge capture and retention and enjoyable environment and experience. The virtual game is tested on volunteers using feedback from pre-and post- simulation surveys to evaluate its efficacy.

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비형식교육기관의 환경교육 프로그램의 개발 및 적용 (무인도를 이용한 체험활동 프로그램 사례) (The Development and Application of Environmental Education Program at Informal Educational Institutes (The Case of Experiential Activity-Centered Program at Uninhabited Island))

  • 정세환;박영신
    • 대한지구과학교육학회지
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    • 제8권3호
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    • pp.281-296
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    • 2015
  • The ultimate goal of environment education plays an important role in forming knowledge, skill, attitude and a point of value along with sustainable development in the regions. Recently, however, environment education is comparatively despised due to college-entrance-exam-focused education policy. Ironically, environment education is more actively implemented at informal institutes rather than formal ones. Environment education at schools is based on the school curriculum, but at informal educational institutes enjoy much more freedom in choosing learners, places and programs. Among them, the place is one of the most important factors of environment education. Therefore, in order to maximize the goal of environment education in this study, a specified program was developed and applied to a certain place to investigate its features and effects. Also the program was checked if it reflexes the environment education goal by using environment education program analysis frame. The results are as follows; according to the analysis of the program, the program was most effective for the two goals of offering hands-on experience and presenting motivations. The second most effective result of the program lied in the goal of knowledge, functions, value and attitude. And the teachers who used this program concluded that, when the program was applied to unmanned islands, offered stronger motivation due to their natural surroundings. Furthermore, direct experience is recommended because it can give us better conditions to collect data and to enhance interpretation ability.

사회과학적 융합을 통한 물리치료학과 학생들의 노인에 대한 태도 조사 (Study on Attitude of the Elderly among College Students in Physical Therapy through social science convergence)

  • 문소라;김명철;이민수;김남재
    • 한국융합학회논문지
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    • 제6권5호
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    • pp.157-163
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    • 2015
  • 본 연구의 목적은 사회과학적 융합을 통한 물리치료학을 전공하는 한국 대학생들을 대상으로 노인에 대한 태도의 정도를 분석하여 노인을 위한 의료서비스의 개발 및 노인 물리치료 서비스의 질적 향상을 도모하기 위한 것이다. 전체 1027명의 남, 여 대학생을 대상으로 일반적 특성, 노인관련 경험 및 노인에 대한 태도를 조사하였다. 태도를 측정하기 위해 Sanders(1984)의 의미분별척도를 사용하였으며, 조사방법은 t-test, ANOVA와 Scheff test를 사용하였다. 노인에 대한 태도의 긍정도는 46.0%였다. 30대 이상 집단에서 51.48%로, 남학생 집단이 47.52%로 더 긍정적이었다. 노인관련 강의수강 경험이 없을 경우 와(t=-2.035, p=0.0042) 노인과의 동거경험이 있는 경우가 더 긍정적인 태도를 보였다(t=2.951,p=0.003). 학생들의 노인관련 교육과정에서 노화현상을 긍정적인 관점에서도 볼 수 있도록 강의 및 실습에 방향을 바꾸어야 한다. 물리치료사들의 노인에 대한 태도의 개선, 서비스 질의 향상을 위한 후속연구가 지속적으로 이루어져야 한다.

조선 침구(鍼灸)의 지향에 대한 소고(小考) (A Study on the Mind of Joseon's Acupuncture and Moxibustion Technology)

  • 전종욱
    • 대한한의학원전학회지
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    • 제32권3호
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    • pp.59-71
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    • 2019
  • Objectives : This paper looks at the history of East Asian acupuncture and moxibustion in the context of the general orientations of craft and art. It is understood that acupuncture and moxibustion was the ultimate integration of reason and craft in which text and experience mutually influenced each other throughout its development. In Joseon, the pursuit of integration between the body and the order of the Heaven and Earth was particularly prominent. Methods : As in the words of Zhunagzi(莊子), the state in which something that deeply touches the mind manifests in the hands has been understood as the ultimate state in modern and ancient art. Starting here, I examined the possibility that Korean acupuncture and art has evolved from such foundations step by step. Major acupuncture and moxibustion texts were examined historically, starting with "Shenyingjing(神應經)", leading to "Junggan-Shenyingjing (重刊神應經)", "Chimgu-Gyeongheombang(鍼灸經驗方)", "Chijongjinam(治腫指南)", "Chijongjinam-Joseonchambon治腫指南朝鮮?本", "Chimgutaegilpyeonjip(鍼灸擇日編集)", "Chimgu-Myeonggam(鍼灸明鑑)". Introductions and main contents of the texts were analyzed and presented appropriately. Results : East Asian acupuncture and moxibustion has developed based on the study of pathways that correspond to Shen, of the accordance and harmony between body and the order of Heaven and Earth together with theoretical refinement, technical development, and acceptance of new discoveries. In the perspective of craft, this was motivated by artistic passions such as '得於心 應於手' and '醫者意也'. In the case of refined acupuncture methods, due to their difficulty in education and transmission there has been some fluctuation. Conclusions : Korea, China, and Japan share a largely similar philosophical and cultural basis. Reason and craft, text and experience mutually influenced each other while the core of refined acupuncture was widely shared. However, a certain bifurcation point could be detected.

지방고유산업과 관광사업의 연계방안 모색에 관한 고찰 - 일본 텐도우(天童)시를 중심으로 - (A Study on Connecting the Tourism Industry with Local Indigenous Industries - Focused on Tendou City in Japan -)

  • 배중남
    • 한국환경과학회지
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    • 제25권9호
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    • pp.1299-1309
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    • 2016
  • In order to vitalize the local area of Tendou City in Japan, this study chose a local indigenous industry and sought ways to connect the tourism industry with it. An inventory of local indigenous industry was assembled using relevant literature, field surveys, and interviews with local people. The Japanese chess industry was selected for a case study in connecting tourism with industry. Local indigenous industry was defined as an industry related to the local culture that uses local resources (and thus introduces possible industrialization). This industry can be easily marketed is to the rest of Japan or abroad. People in charge of local indigenous industry should understand the meaning and effects of connecting to the tourism industry, while people in tourism should acknowledge that local industry is good marketing material. Three steps are suggested: 1) to display the industrialy process of Japanese chess production: to tourism in safe and comfortable surroundings; 2) to offer amenities and producetion facility tuors; and 3) to offer tourists an opportunity to experience Japanese chess productions first hands.

다양한 파지 방법에 따른 터치스크린 폰 메뉴 레이아웃에 관한 연구 (Menu Layout for Touch-screen Phones Based on Various Grip Postures)

  • 조성일;박성준;정의승;임영재;최재호
    • 대한산업공학회지
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    • 제36권1호
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    • pp.52-58
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    • 2010
  • The level of competition has reached the limits in cellular phone market and the cellular phone manufacture companies started to focus their solution in user interface. Design issues with controllability led the development and renovation of such products to the use of the touch-screen phone. Depending upon the readability, technical advances, portability and controllability, user satisfaction of touch-screen phones could vary significantly. In this research, the controllability was dealt in regard to various grip postures, in order to improve menu layout which fits for using the thumbs of both hands and a thumbs of single hand. Regression models are found to the suggest the location of buttons on the screen by redesigning the menu layout, it is expected to improve both controllability and satisfaction of the user. This result can be applicable not only to mobile phone design, but also to the design of various hand-held devices using a touch screen.