• 제목/요약/키워드: Human Centered

검색결과 730건 처리시간 0.026초

심상 중심의 음악 감상을 통한 고위험 임산부의 이완 증진 (The Use of Imagery-centered Music Listening for Relaxation for Women with High-Risk Pregnancy)

  • 김지연
    • 인간행동과 음악연구
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    • 제7권1호
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    • pp.17-36
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    • 2010
  • 본 연구는 심상 중심의 음악 감상이 고위험 임산부들의 생리적 심리적 이완에 미치는 영향을 알아보는 것을 목적으로 한다. 음악치료 중재는 대학병원 분만실에 입원한 15명의 고위험 임산부들을 대상으로 11회기에 걸쳐 이루어졌으며 자료 수집은 첫1회기에만 실시하였다. 생리적, 심리적 이완을 측정하기 위한 도구로는 대상자들의 말초피부온도와 시각비유척도(VAS)를 이용하였다. 본 연구의 음악 감상 프로그램을 위하여 27곡의 이완 음악을 선곡하였고, MI 기법을 수정 보완하여 심상 중심의 음악 감상 프로그램을 재구성하였다. 연구 결과 사전 사후에 측정한 말초피부온도의 변화 및 시각비유척도(VAS)의 점수 변화가 통계적으로 유의한 것으로 분석되어(p < .01), 심상 중심의 음악 감상이 고위험 임산부의 생리적 심리적 이완을 증진하는 데 효과적이었음이 입증되었다. 또한 음악 감상 과정에서 대상자들이 경험한 심상에 대한 내용분석 결과, 희망적이고 긍정적인 심상 경험이 불안과 스트레스를 감소시키고 낙관적인 사고와 심리적 지지를 제공해 주었음을 알 수 있다.

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멀티미디어 컨텐츠 디자인 프로세스에서의 시나리오 활용에 관한 연구 - 인터넷 쇼핑몰 “Shop 'n' Chat“의 컨텐츠 디자인 사례연구를 중심으로 (A Study on Scenario-Centered Design Process for Multimedia Contents Planning & Design - through a Case Study of Contents design of Internet Shopping Mall "Shop 'n' Chat")

  • 김현정
    • 디자인학연구
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    • 제15권3호
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    • pp.137-148
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    • 2002
  • 최근 사용자 중심의 디자인 패러다임이 확대되면서 멀티미디어 컨텐츠를 기획하는 프로세스에도 시나리오 중심 디자인 개념이 도입되어 활용되기 시작하고 있다. 그러나, 멀티미디어의 개념은 포괄적이어서 다양한 종류의 최종 물을 지칭하고 있다. 또한, 멀티미디어에 있어 사용의 개념은 제품에 있어서의 사용의 개념과는 다소 다르다. 따라서, 멀티미디어의 종류와 특성에 따라 디자인 프로세스를 이해하고, 그에 맞는 시나리오 활용 방법에 대해 보다 명확히 수립할 필요가 있다. 이 연구에서는 멀티미디어의 종류와 특성에 따라 다른 시나리오의 개념을 정의하고, 이 중 인터렉티브 웹 또는 CD-rom을 위한 컨텐츠 디자인에 있어 시나리오 중심 디자인 프로세스를 수립, 사례를 통해 실제 적용하는 방법을 보이기 위해 진행되었다. 이 논문은 크게 세 부분으로 구성된다. 첫째, 문헌과 자료 조사를 통한 멀티미디어 컨텐츠의 종류와 이에 따른 시나리오의 개념과 디자인 프로세스 상에서 시나리오 활용방식을 이해한다. 둘째, 멀티미디어 제품에 해당하는 인터렉티브 웹 또는 CD-rom의 컨텐츠 기획 & 디자인 프로세스에 있어 시나리오의 활용 방법에 대한 프레임?을 수립한다. 그리고, 마지막으로, 새로운 개념의 인터넷 쇼핑몰인 "Shop & Chat" 의 컨셉수립과 컨텐츠 구성, 인터페이스 디자인 과정에서 시나리오 기반 프로세스를 적용한 사례연구를 진행한다. 이 연구는 멀티미디어를 인간이 사용하는 제품으로 인식하고, 사용자 중심 디자인을 위해 시나리오를 활용하는 프레임?을 제안하였다. 이것은 디자이너가 최종 물만이 아니라 디자인된 최종 물이 미래 상황에서 어떻게 사용될 것인지를 포함하는 사용 시나리오를 디자인하는 방법을 도입한 것으로써, 멀티미디어 컨텐츠를 사용자 중심으로 디자인을 하기 위한 발상 전환의 프레임 을 제시한 것으로서 의의가 깊다고 하겠다.

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Application of Motion Analysis to User Participation Behavior Model: Focused on Interactive Space

  • Kwon, Jieun;Nah, Ken
    • 대한인간공학회지
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    • 제33권3호
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    • pp.175-189
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    • 2014
  • Objective: The goal of this research is to develop new user behavior model using user motion analysis with microscopic perspective for attracting user's participation in interactive space. Background: The interactive space is 'human's place', which is made up of complex elements of digital virtual space and traditional analog and physical environment based on human-computer interaction system. Human behavior has changed in it at the same time. If the user couldn't make participation in interaction, the purpose of the system is not met, which reduces its effect. Therefore, we need to focus on interactive space that is potential future direction from a new point of view. Method: For this research, we would discuss and study fields of interactive space; (1) finding definition of interactive space and studying background of theory about it. (2) providing base of user behavior model with study of user's context that is to be user information and motion. (3) examining user motion, classify basic motion type and making user participation behavior model in phases. Results: Through this process, user's basic twenty motions which are systematized are taken as a standard for analysis of interaction process and participation in interactive space. Then, 'NK-$I^5$ (I Five)' model is developed for user participation types in interactive space. There are five phases of user participation behavior: Imperception, Interest, Involvement, Immersion, and Influence. In this analysis, three indicators which are time, motion types, and user relationship are found to be related to participation. Conclusion: The capabilities and limitation of this research is discussed to attract user participation. This paper focuses especially on contribution of design to lead user's participation in interactive system and expectation to help adapt to user centered design of various interactive space with new aspect of user behavior research. Application: The results of the 'NK-$I^5$ (I Five)' model might help to realize successful interactive space based on user centered design.

로프스크린도어의 인간중심 설계를 위한 감성평가에 관한 연구 (A Study on the Sensibility Evaluation for the Human-centered Design of Rope Platform Screen Door(RPSD))

  • 정병두;김현;신강원
    • 대한토목학회논문집
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    • 제33권2호
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    • pp.703-709
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    • 2013
  • 최근 지상역 승강장에서 승객의 안전 확보, 지상역 조건과 열차 차종 자동 인식에 따른 상하 개폐 기능이 탑재된 Rope 스크린도어의 실용화 기술에 대한 연구개발이 수행되고 있다. 이러한 RPSD의 인간중심 설계를 위해서는 시스템의 기술구현도 중요하지만, 앞으로 이용할 대상자의 감성, 감각이나 사고방식을 과학적으로 측정하고 조사할 필요가 있다. 따라서 본 연구에서는 광주 도시철도 녹동역에 시범 설치된 RPSD에 대하여 이 시스템을 설계하는데 있어서 고려할 휴먼펙터를 분석하였다. 그리고 평상시 RPSD가 내려진 상태, 철도진입시 올라간 작동원리를 보고 안전(불안)한지, 높낮이가 안정적인가, 개방감(압박감)이 있는지, 견고한지 등 전체적으로 어떤 인상을 받았는지 등에 관한 감성평가를 실시하였다.

의과대학생을 위한 환자안전 교육의 국제적 동향 및 국내 현황 (Patient Safety Education for Medical Students: Global Trends and Korea's Status)

  • 노혜린
    • 의학교육논단
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    • 제21권1호
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    • pp.1-12
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    • 2019
  • This study is a narrative review introducing global trends in patient safety education within medical schools and exploring the status of Korean education. Core competences for patient safety include patient centeredness, teamwork, evidence- and information-based practice, quality improvement, addressing medical errors, managing human factors and system complexity, and patient safety knowledge and responsibility. According to a Korean report addressing the role of doctors, patient safety was described as a subcategory of clinical care. Doctors' roles in patient safety included taking precautions, educating patients about the side effects of drugs, and implementing rapid treatment and appropriate follow-up when patient safety is compromised. The Korean Association of Medical Colleges suggested patient safety competence as one of eight essential human and society-centered learning outcomes. They included appropriate attitude and knowledge, human factors, a systematic approach, teamwork skills, engaging with patients and carers, and dealing with common errors. Four Korean medical schools reported integration of a patient safety course in their preclinical curriculum. Studies have shown that students experience difficulty in reporting medical errors because of hierarchical culture. It seems that patient safety is considered in a narrow sense and its education is limited in Korea. Patient safety is not a topic for dealing with only adverse events, but a science to prevent and detect early system failure. Patient safety emphasizes patient perspectives, so it has a different paradigm of medical ethics and professionalism, which have doctor-centered perspectives. Medical educators in Korea should understand patient safety concepts to implement patient safety curriculum. Further research should be done on communication in hierarchical culture and patient safety education during clerkship.

디지털 클로딩 기술 기반 가상착의 업사이클링 패션디자인 (Development of virtual upcycling fashion design based on 3-dimensional digital clothing technology)

  • 천탠이;양은경;이연희
    • 복식문화연구
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    • 제29권3호
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    • pp.374-387
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    • 2021
  • The purpose of this study is to develop up-cycling fashion design methods centered on discarded denim material for the study of original up-cycling design methods. Up-cycling fashion design work was developed using digital clothing technology. This is a recent hot topic among sustainable fashion design methods. Up-cycling fashion design expression methods (categorized as dismantlement, collages, dépaysement, grafting, weaving, and tearing) were centered on design methods. These methods create various three-dimensional modeling effects in planar forms, whereby five pieces can be applied to the fabric and digitally produced. The results are as follows: First, the use of discarded denim fabric for the development of up-cycling fashion design pieces enabled the recycling of existing resources, provided solutions to environmental pollution problems, and provided expansion opportunities for design processes for sustainable fashion products that expand the design value of denim products and their utility. Second, new eco-friendly fashion designs that attempt to achieve diversity in modern fashion trends could be presented through formative contemporary fashion produced by up-cycling work products. Third, up-cycling fashion design work is expected to provide opportunities for eco-friendly fashion design methods. This will expand the value of sustainable fashion design by recycling simple waste materials through the use of three-dimensional digital clothing technology and further through the presentation of expanded life cycles that extend product planning, production, and life cycles.

전통사상속에 나타난 한국인의 행동양식에 대한 고찰 (Understanding of Korean Behavior Pattern through Korean Traditional Thoughts.)

  • 김문실;김숙영;김애리;정승은
    • 간호행정학회지
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    • 제1권1호
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    • pp.79-96
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    • 1995
  • A human being as a client has been understood only through a western cultural view so far, now we put forth efforts to set up the concept which is suitable for our korean nursing situation. This paper was reviewed to discover Korean behavior pattern through the concept of the human being in Korean traditional thoughts to keep in pace with above idea and develope the stem of the nursing knowledge. Behavior pattern usually has two aspects, the one is unconscious behavior which conform to old custom and the other is conscious one which abide by a conventional rule. The former was considered through the concept of human being in Tan-kun mythodology, Divination, Tong-hak (Cheondoism) and the latter was Buddism, Confucianism, Sung-ri hak (Human nature and natural Laws), Sil-hak (The rule of Heaven philosophy). Through these traditional thoughts, we can lead Humanity, Present-oriented, Family-focused, Ranking-centered, Fatalism, Projection in Korean behavior pattern and unconscious behavior correspond to the Naturalistic human being, conscious to Societic human being as well. Even though Korean behavior patterns were changed to the times, we found that Korean natural characteristics were remained in the of unconscious-conscious behavior. This point must be considered for caring a client better than anything else in our nursing situiation.

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A Study on the Ancient Greek Physical Education Spirit

  • Han, Do Ryung
    • 한국컴퓨터정보학회논문지
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    • 제22권4호
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    • pp.99-105
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    • 2017
  • Plato and Aristotle examined what the true spirit of physical education is and what kind of relationship it is, from the perspective of dividing into two parts of the body and mind. And the relationship between human body and mind, knowledge and behavior. Plato and Aristotle examined the harmonious combination of body and mind and what is the desirable relationship setting. In Plato's soul and body in philosophical centered ideological aspect, human education center emphasizes poetry education, but physical education is recognized as essential education for human education. Plato's body contour emphasizes the harmony of soul and body, not the superiority of the body to the mind. In Plato's education room, physical education should be preceded and then mental education should be done. I thought that there could be no independent souls without bodies. It is not an independent entity but a unified entity. Because there is a body, there is a soul. There is a soul, so a body exists. Aristotle thought that the body was more important than Plato, and that the body should be preceded by the soul.

신세대를 위한 미니컴포넌트의 인공학적 접근 (Ergonomic approach of the Mini-componnt for a mew gereration)

  • 권영국;김재형;김동욱
    • 대한인간공학회:학술대회논문집
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    • 대한인간공학회 1995년도 추계학술대회논문집
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    • pp.240-248
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    • 1995
  • In Korea, it is not satisfactory in the product design since Kansei engineering or Ergnomics is not very active and well considered. When designing a mini-component, the user's emotion was not considered well. It is typical to have a rectangular shape, dark- colored outside in a mini-component design. Therefore, the users have to select with available choice from the manufacture's traditional designs. In this study, a new smin- component was designed to be suitable for a new generation's (10 to mid-20) sensation. First of all, an ergonomic problems were investigated. And then, the survey was per- formed to consider the emotion of the new generation. After that, the new design was made to reflect the new generation's trend and preference. In addition, the high-touch (human-centered design) and human touch (the product to give a sensible satisfaction for human) concepts were added.

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차세대 원전 주제어실 설게 기본개념의 인지공학적 평가

  • 정경훈;윤완철;함동한
    • 한국경영과학회:학술대회논문집
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    • 대한산업공학회/한국경영과학회 1996년도 춘계공동학술대회논문집; 공군사관학교, 청주; 26-27 Apr. 1996
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    • pp.403-406
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    • 1996
  • Since most human activities in a nuclear power plant are perfirmed in the main control room (MCR), it is important to have its design well human-engineered, both physically and cognitively. Much research efforts have been given for better, operator-centered designs of human-machine interface in MCR capitalizing today's advanced information technology. Korea is among those who are actively expending such research for the next-generation nuclear plants. This paper analyzes two forerunners among the emerging MCR designs, namely Nuplex 80+ and N4, from the perspective of cognitive systems engineering. Since the two show some fundamental differences in their design concepts, the principles with their pros and cons must be enumerated to benefit our own design of new control rooms. This paper also lists many other decision-making points that emerged due to the new availability of cognitively based on cognitive engineering principles. The future scope and directions of related research are suggested.

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