• Title/Summary/Keyword: New Reality

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Factors associated with New Graduate Nurses' Reality Shock (신규간호사의 현실충격과 영향요인)

  • Sin, Kyung Mi;Kwon, Jeong Ok;Kim, Eun-Young
    • Journal of Korean Academy of Nursing Administration
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    • v.20 no.3
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    • pp.292-301
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    • 2014
  • Purpose: The purpose of this study was to identify factors that affect reality shock in new nurses. Methods: Participants were 216 newly graduated nurses with less than 1 year experience in 5 university and 10 general hospitals in Busan, Ulsan and Gyeongnam, A self-report questionnaire was completed by the nurses between November 18 and December 25, 2013. Data were analyzed using t-test, ANOVA and hierarchial multiple regression analysis with the SPSS/WIN 21.0 Program. Results: Average scores for work environment and environmental reality shock were $2.63{\pm}0.33$ and $2.66{\pm}0.43$ points respectively. Regression analysis showed that with the nurses' demographic and work characteristics controlled, work environment explained 4.2% of the reality shock. Factors significantly affecting reality shock included nurses' changing residence because of job (${\beta}$=.21, p=.001), whether they were able to work on the unit of their choice (${\beta}$=-.13, p=.031) and whether they had a choice in days off (${\beta}$=-.14, p=.038). Conclusion: When these factors are considered, reduction in nurses' reality shock requires improvement in work environment, placing new nurses in a department of their choice and allowing them a choice in off-duty days. These measures would also help achieve organizational goals and develop the new nurses as professional nurses.

Trends and Prospects for the Development of Virtual Reality and Digital Property

  • Kirillova, Elena Anatolyevna;Blinkov, Oleg Evgenyevich;Blinkova, Elena Victorovna;Vrazhnov, Aleksey Sergeevich;Magomedov, Firdousi Bilyamudinovich
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.284-290
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    • 2022
  • The study considers trends and prospects for developing virtual (augmented) reality and civil transactions in relation to digital property. In jurisprudence, there is a need to determine the legal status of virtual and augmented reality to regulate legal relations in the digital environment. Legal relations using new digital technologies require the creation of new legislative approaches and rules of their legal regulation. The article dwells on the legal status of virtual (augmented) reality and determines the methods of regulating legal relations in the sphere of digital property. The study utilized methods for collecting single and multiple facts in order to identify the main trends in the civil circulation of digital assets, as well as private law methods. The methods of generalization, concreteness, induction and deduction reveal the legal nature and main features of virtual (augmented) reality and digital property. The paper highlights the specifics of virtual reality and civil transactions in relation to digital assets. The research has concluded that the sale, exchange and other actions with digital objects in virtual reality have distinctive features, while digital property has also unique characteristics since it is involved in civil circulation and legal relations.

Bruno Dumont's Cinematic World Seen from the Perspective of the New Extremism: Focusing on P'tit Quinquin (신극단주의 관점에서 바라본 브루노 뒤몽의 영화세계 - <릴 퀸퀸>을 중심으로)

  • Choi, Soo-Im
    • Cross-Cultural Studies
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    • v.40
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    • pp.185-212
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    • 2015
  • Bruno Dumont's film P'tit Quinquin (2014) trends toward 'the new extremism' in contemporary European cinema. This criminal-mystery-comedy film achieves the cinematic recognition of reality in the new extremist way: like typical new extremist films, P'tit Quinquin contains a lot of 'unwatchable' content, including disembodied parts of human body, carcasses, and the body of a boy who has killed himself. The reality, however, remains confidently invisible, despite everything that is visible within the film. In understanding Dumont's attempt to reach cinematic recognition, the relationship between 'the visible' and 'the invisible' is reconsidered. In the context of the film, the relationship between cinema and reality becomes indirect. The reality can be only felt, not seen. The invisible reality can be perceived only as a void, just like the criminal who is unknown even though he is sought after. To reveal this void, the film strives to give its viewers as much explicitly visible content as possible during its 200-minute run. This essay is an interdisciplinary attempt to examine the working and the effects of this cinematic attempt by Bruno Dumont; aspects of film theory, visual anthropology, (inter-)mediology, posthumanism in cultural theory, etc., are related for this purpose.

Haptic AR Sports Technologies for Indoor Virtual Matches (실내 가상 경기를 위한 햅틱 AR 스포츠 기술)

  • Kim, J.S.;Jang, S.H.;Yang, S.I.;Yoon, M.S.
    • Electronics and Telecommunications Trends
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    • v.36 no.4
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    • pp.92-102
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    • 2021
  • Outdoor sports activities have been restricted by serious air pollution, such as fine dust and yellow dust, and abnormal meteorological change, such as heatwave and heavy snow. These environmental problems have rapidly increased the demand for indoor sports activities. Virtual sports, such as virtual golf, virtual baseball, virtual soccer, etc., allow playing various sports games without going outdoors. Indoor sports industries and markets have seen rapid growth since the advent of virtual sports. Most virtual sports platforms use screen-based virtual reality techniques, which are why they are called screen sports. However, these platforms cannot support various sports games, especially virtual match games, such as squash, boxing, and so on, because existing screen-based virtual reality sports techniques use real balls and players. This article presents screen-based haptic-augmented reality technologies for a new virtual sports platform. The new platform does not use real balls and players to solve the limitations of previous platforms. Here, various technologies, including human motion tracking, human action recognition, haptic feedback, screen-based augmented-reality systems, and augmented-reality sports content, are unified for the new virtual sports platform. From these haptic-augmented reality technologies, the proposed platform supports sports games, including indoor virtual matches, that existing virtual sports platforms cannot support.

A Comparative Study on the Characteristics of Interactivity between Virtual Reality (VR) and Interactive Cinema

  • Jeong, Da-Hee
    • Journal of Multimedia Information System
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    • v.8 no.3
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    • pp.167-174
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    • 2021
  • This paper compares VR cinema with interactive cinema from an interactive perspective to examine cinemas as a new medium. Rather than revealing the difference through this, the focus is on presenting a methodology that understands the cinema in a new environment that is now standing at the starting point. The development of video technology is changing not only the external elements of content but also the internal storytelling method, but the lack of killer content has always been pointed out as a problem compared to the remarkable development of technology. Therefore, it is necessary to specify the characteristics and types of interactions represented by VR (virtual reality) and new media represented by interactive media and to present directions. Therefore, the types and characteristics of interactions were compared with VR film produced in line with the new phenomenon and interactive film . Through this, we would like to present the meaning and value of the new film format from a media perspective.

Detection of Art Exhibitions using Augmented Reality Technology (증강현실 기술을 적용한 미술 전시품 검출)

  • Lee, Yong-Hwan;Kim, Youngseop
    • Journal of the Semiconductor & Display Technology
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    • v.17 no.4
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    • pp.101-104
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    • 2018
  • Augmented Reality (AR) is an emerging technology and the applications of technology are still not fully unveiled. This paper explores a new application of augmented reality for new direction in art exhibitions, which aims to bring interactive learning experience to life. The project takes printed images on book or exhibiting arts to the next level by applying AR technology to provide a unique fascinating experience to its readers on mobile devices. AR technology composing with animation brings new digital entertainment experience to the user of art exhibitions. The key feature of this paper uses the technology presents auxiliary information in the field of view of an object on art exhibitions automatically without human intervention.

New Nurse's on Reality Shock and Organizational Commitment Convergence Study (신규간호사의 현실충격, 조직몰입 융복합연구)

  • Kim, Won Soon
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.377-386
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    • 2020
  • This study aims to examine the effect of coaching leadership on reality shock and organizational commitment of new nurses in general hospitals. Data were analyzed through the SPSS/WIN 21.0 program using descriptive statistics, t-test, ANOVA, Pearson's correlation coefficients, and Standard Multiple Regression. Regression analysis proved relevance of the organizational commitment model (F=6.17, p<.001), and coaching leadership had 39.2% explanatory power on reality shock. The results of the study showed that coaching leadership lowers reality shock and boosts organizational commitment of new nurses. This study provides necessary background knowledge of human and material resource management to alleviate the reality shock and help vocational adaptation to reduce turnover rates of new nurses. Hence, with such results, this study aims to provide basic information on future coaching leadership research and coaching leader defense program developments.

A Survey of Augmented Reality on Handheld Devices (휴대단말기 기반 증강현실 시스템 연구 및 개발 동향)

  • Awan, Muhammad Arshad;Kim, Cheong Ghil;Hong, Chung-Pyo;Lee, Jung-Hoon;Kim, Shin-Dug
    • IEMEK Journal of Embedded Systems and Applications
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    • v.5 no.4
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    • pp.195-205
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    • 2010
  • The popularity of Smartphones makes new fields of applications based on location based service easily feasible with a new user interface called augmented reality (AR). It presents a particularly powerful user interface to context-aware computing environments. AR on Smartphones integrates virtual information into a person's physical environment by overlaying information on an image taken through Smartphone's camera and motion sensors. Mobile augmented reality systems provide this service without constraining the individual's whereabouts to a specially equipped area. This work presents an overview of handheld augmented reality focusing on applications with introducing the basic issues of them. For this purpose, an example system, Studierstube ES (embedded system), is cited, which introduces the most significant problems and various methods of solving them through the experience of converting existing PC-based AR system into handheld AR.

A Concept Analysis on Reality Shock in Newly Graduated Nurses Using the Hybrid Model (혼종모형을 이용한 신규간호사의 현실충격에 대한 개념분석)

  • Sin, Kyung Mi;Kim, Eun-Young
    • Korean Journal of Occupational Health Nursing
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    • v.26 no.1
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    • pp.19-29
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    • 2017
  • Purpose: The purpose of this study was to define and clarify the concept of reality shock in new graduated nurses. Methods: The hybrid model was used to develop the concept of reality shock. The model included a field study. The participants were 9 newly graduated nurses with a nursing career spanning less than a year. Results: The reality shock in newly graduated nurses was identified to have three dimensions and seven attributes. Specifically: 1) the dimension of performance included two attributes (conflict between theory and practice, and being overwhelmed by the workload), 2) the dimension of relationship included three attributes (loss of support, embarrassment from interference, and relational withdrawal), 3) the dimension of expectations included two attributes(value confusions and incongruity in personal life). Conclusion: Newly graduated nurses' reality shock was defined as a state of incongruence in their entire life that the new nurses experienced owing to value confusions that occurred due to the conflicts between theory and practice in an unfamiliar work environment, getting overwhelmed by the workload, and withdrawing establishing relationships with others due to the loss of support and excessive interference. These findings could help develop intervention strategies to decrease reality shock in newly graduated nurses.

A Study on the Graphic Production Technology for AR Augmented Reality Game (AR 증강현실 게임구현을 위한 그래픽 제작기술에 관한 연구)

  • Ko, Ki-Hwan
    • The Journal of Korean Institute of Information Technology
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    • v.16 no.11
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    • pp.123-132
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    • 2018
  • Recently, various methods have been studied and developed to develop the local cultural contents industry. This research has produced a mobile AR augmented reality game that anyone can easily access by developing contents that can be enjoyed with new tourists. It aims to spread 10 million tourists to surrounding tourist attractions by developing a new storytelling-based AR game using the symbol of Jeonju, which is the birthplace of the Joseon Dynasty, and promote economic value-added activities in nearby stores. GPS technology and AR marker-based action augmented reality games will be newly established as cultural contents based on new regional scenarios. Augmented reality games that combine visual resources are increasing values of local brands by playing games at Jeonju tourist attractions.