• 제목/요약/키워드: Information & Culture Industry

검색결과 633건 처리시간 0.025초

간호결과분류(NOC)에 대한 타당성 검증;돌봄제공자 결과를 중심으로 (Validation of Nursing-sensitive Patient Outcomes;Focused on caregiver outcomes)

  • 염영희;이정애;안수연;이명옥
    • 간호행정학회지
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    • 제6권2호
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    • pp.245-257
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    • 2000
  • The purpose of this study was to validate caregiver outcomes included Nursing Outcomes Classification(NOC) developed by Johnson and Maas at the University of Iowa. A sample of 73 nurse experts working in university affiliated hospitals participated in this study. They were asked to rate indicators that examplified the outcomes on a scale of 1(indicator is not at all characteristic) to 5(indicator is very characteristic). A questionnaire with an adaptation of Fehring's methodology was used to establish the content validity of outcomes. The results were as follow: 1. Eight outcome label were considered to be 'supporting' and three outcome label were considered to be 'nonsupporting'. 2. 'Caregiver-Patient Relationship' attained an OCV score of 0.64 and the highest OCV score among caregiver outcomes.. 3. 'Caregiver Emotional Health' attained an OCV score of 0.54 and the lowest OCV score among caregiver outcomes. Replication study will be needed and outcomes sensitive to Korean culture need to be developed.

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연꽃문양을 이용한 직물디자인 개발 및 문화상품 제작(I) - 연꽃문양의 자료조사 및 문화상품 사례조사를 중심으로 - (The Development of Textile Design and the Manufacture of Cultural Merchandise by Using Lotus Flower Patterns(I) - For Researching Lotus Pattern Materials and Examples of Cultural Merchandise -)

  • 정진순
    • 한국의류산업학회지
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    • 제6권2호
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    • pp.135-143
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    • 2004
  • In an information-oriented and internalized society of the future, the quality and price of goods made by each country will be equalized. That eliminates competition. But the design and appearance of products is an important factor in international competition. Indeed, design symbolizes a country's culture visually, and it can show the cultural identity and originality of a nation in international society. And that will play an important part that can contribute to creating added value. It is necessary to revive our people's old lyrical stories which are far away from our memory, and we badly need design development to revive traditional cultural merchandise through visual modernization. Among various Korean cultural inheritances, lotus is often seen in tiles, porcelains and folk stories. In this study, I chose lotus as the subject material of textile design development, and my intention for this study is to reflect Korean traditional cultural value as much as I can, and to develop textile design of Korean images by adding modern scenes. For that, first I researched lotus pattern materials and examples of cultural merchandise.

한국 한방의료관광에 대한 중국 관광객 인식도 조사연구 (Survey of Awareness of Chinese Tourists on Korean Medical Tourism)

  • 이정만;문경원;이정열;김응석;손창규
    • 대한한방내과학회지
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    • 제33권1호
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    • pp.54-61
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    • 2012
  • Objectives : This study aimed to obtain general information for the design of a medical tourism plan toward Chinese using Korean medicine (KM). Methods : A questionnaire was asked of Chinese tourists regarding of Korea traditional medical tourism. 148 valid responses were obtained and their awareness of KM, and preferred subject and decision factors for their participation in Korea traditional medical tourism were analyzed using SPSS version 12.0. Results : 72% of respondents showed over a moderate degree of interest in medical tourism of KM. The most preferred subject was skin aesthetics, followed by medical check-ups and rehabilitation. Medical skill level, communication, and medical cost were indicated as the important factors for participants' decisions about KM-based medical tourism. Conclusions : Medical tourism could be a potential avenue for development by the KM-based Korean medical industry. Cosmetic-associated medical services are recommended, and enhanced public relations about KM-medical skill levels are strongly suggested for Chinese tourists.

온라인게임 충성도에 미치는 영향요인에 관한 연구 (An Exploratory Investigation Of Player Loyalty To Online Games)

  • 조남재;백승익;류경문
    • 한국경영과학회지
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    • 제26권2호
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    • pp.85-97
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    • 2001
  • Online games have become the focus of entertainment and multimedia industries as the developments in computer technologies are accelerated and the use of the Internet diffuses broadly. In spite of such growth of online games, academic discussions regarding online games are relatively limited. This research examines several factors that affect player loyalty to online games. In this research, the loyalty is classified into two categories, the behavioral loyalty measured by the intensity, volume, and frequency of use, and the cognitive loyalty measured by the degree of immersion in online games. In this research, an integrated model to explain and predict player loyalty to online games in proposed. Two studies are conducted to test to research model. Throughout analyzing 334 respondents, the first study finds that the impulsive personality of individual players significantly affects both behavioral loyalty and cognitive loyalty. Additionally, it finds that, whereas the behavioral loyalty is influenced by the convenience of online game playing, the cognitive loyalty is influenced by the motive of game playing and the playfulness of games. The second study finds that the behavioral loyalty differs across demographic differences of players (age and occupation), preferred online games of players, and online game playing locations, but the cognitive loyalty differs across only age differences of players. This research has opened a forum for social awareness about the online game culture, provided information to guide online game producers to prepare customer-oriented online games, and created a foundation for academic research on online game industry.

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Moderating of the Role of Technology Theory to the Existence of Consumer Behavior on e-commerce

  • MANSUR, Daduk Merdika;SULE, Erni Tisnawati;KARTINI, Dwi;OESMAN, Yevis Marty;PUTRA, Aditya Halim Perdana Kusuma;CHAMIDAH, Nurul
    • 유통과학연구
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    • 제17권7호
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    • pp.15-25
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    • 2019
  • Purpose - e-Commerce is now one of the alternatives in shopping. Ease of Use and convenience aspects are the main supporting reasons that e-commerce is a trend for most people today. This study examines the relationship between the theory of technology to consumer behavior in using e-commerce applications. Research design, data, and methodology - The number of samples in this study was 600 samples from four major e-commerce made in Indonesia. The research method of this study Structural Equation Model (SEM) with AMOS and SPSS applications as analysis tools. Results - The results of this study state that most hypotheses support prior research and grand theory. On the other hand, the components of technology acceptance theory are mostly able to moderate variable consumer behavior in the digital era. Conclusions - The combination of essential elements of technology theory are oriented to the fundamental aspects of human beings as social beings. The most important thing for the development of the e-commerce industry to develop and be sustainable is the obligation to increase consumer confidence. The combination of components of technology theory and CCT can be a comprehensive marketing strategy and innovation to competitive advantage in the future.

3D 스테레오스코픽(Stereoscopic)기술의 효율적 활용에 관한 연구 (Research on Efficient Usage of 3D Stereoscopic Technology)

  • 김지수
    • 한국콘텐츠학회논문지
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    • 제10권2호
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    • pp.138-145
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    • 2010
  • 입체영상 기술은 차세대 입체 멀티미디어 정보통신 분야에서 공통적으로 요구되는 핵심 기반기술이라 할 수 있다. 현실과 가까운 자연스러운 영상을 표현하고자 하는 입체영상의 구현은 인간이 끊임없이 노력해온 부분으로, 초기의 시각 인식체계에서 시작해 양안시차를 이용한 입체사진을 거쳐 동영상 입체시대로 이행 되었다. 생활이 변화하고, 새로운 문화가 형성되고, IT산업 확장 등 핵심 트렌드의 바탕에는 가상을 실제처럼 구현하는 기술의 발전이 있으며, 그 중심에는 3D 입체영상 기술이 있다. 본 논문에서는 3D 입체영상 기술개발 동향 및 개발전략을 살펴보고, 지속적인 시장 확대를 위한 3D 입체영상 기술의 효율적 활용방안을 제시하고자 한다.

중국 내 한국 대중문화콘텐츠와 방한의도의 관계 (Study of the Relationship between Korean Popular Cultural Contents and Intention to visit Korea: The Case of Chinese)

  • 남장현;한염동;김영국
    • 아태비즈니스연구
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    • 제7권1호
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    • pp.71-82
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    • 2016
  • Korean popular cultural content, "Hallyu", is prevalent in China, and those have changed some life styles of the Chinese people, who are crazy with it. Korean popular cultural content is more than a cultural phenomenon, it has enhanced the national image of the country and the tourism department, especially those popular products which are closely related to our daily life. From this point of views, the current study is to identify the relationship between Korean popular cultural contents, Korean image, and visiting intention to Korea. The questionnaire takes a volunteering method, and analyzed the general characteristics through SPSS21.0. Factor analysis and reliability analysis are provided in order to test the reliability and validity. As the result of the study, Korean popular cultural contents can enhance economic and culture image of Korea, and those are the main factor for the potential customers from China to visit Korea. This study can provide information for maintaining popular cultural contents and gives an implication for enhancing the Korean tourism policy.

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지자체 관광자원을 모티브로 한 3D입체애니메이션의 스토리텔링 기획에 관한 연구: 울산 남구와 경북 청도의 제작사례를 중심으로 (A Study on Storytelling Plan of Stereo-scopic 3D Animation the Motif for the Tourist Attractions in Local Government : Focused on cases of the Creation of Cheongdo-gun, Gyeongbuk and Nam-gu, Ulsan)

  • 공지흔;김치용
    • 한국멀티미디어학회논문지
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    • 제18권2호
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    • pp.260-267
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    • 2015
  • The Ministry of Culture, Sports and Tourism has been implementing the 'Local Government 3D Contents Production Support Project' since 2010 to foster the 3D contents industry and secure high-quality 3D contents of local governments. This is part of national support for securing 3D media contents of local governments. In particular, stereo-scopic 3D animation is in the spotlight as media contents appropriate for simultaneous implementation of pleasure of narrative and high-level of presence to promote tourism resources of local governments. But existing stereo-scopic 3D animation-related studies are mostly concentrated in three dimensional effect expression for particular scenes or theater. Therefore, this study extracted elements required for storytelling planning by analyzing production cases of stereo-scopic 3D animation using tourism resources of local governments which have been recognized for a high quality of work.

실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구 (A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media)

  • 이현철;박기창;김은석;허기택
    • 한국멀티미디어학회논문지
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    • 제20권9호
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    • pp.1574-1583
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    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.

지역의 정보발신지로서 충북지역 향토민속자료전시관에 대한 연구 (A Study on the Fork Exhibition Hall as Eco-museum Core Center in Chungbuk Area)

  • 방한영;최효승
    • 한국농촌건축학회논문집
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    • 제5권2호
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    • pp.20-32
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    • 2003
  • In this study, I grasped the actual conditions of folk exhibition hall in Chungbuk area. From this data I researched basically as the fundamental role of regional museum, eco-museum core center facilities, the connection with islanded and various inheritances, and central facilities whole area to the museum. And I could get following conclusion. First, on the studied result of folk exhibition hall in chungbuk area, it is not enough the activity of unearthing, collection, study etc. that is basic activity of the museum because the museum just permanently displayed historical contents of the area and simple life folk data. Second, add to existent museum concept and have to widen viewpoint to the museum which whole area is no roof, and utilize folk exhibition hall as the central facilities. Specially, there are a lot of difficulties to communicate information to visitors because of the absence of cultural heritance exponent. So a plan that local resident participate actively in museum activity may have to be considered. Third, the concept of inheritance limited in historical culture of area has to be widening by nature and industry etc. And we should keep up study that is the linked plan to scattered conservation remains, inheritance and tourist place in area.

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