• 제목/요약/키워드: Play World

검색결과 691건 처리시간 0.032초

의학 교육에서 인공지능의 응용: 임상의학 교육을 위한 ChatGPT의 활용을 중심으로 (Application of artificial intelligence in medical education: focus on the application of ChatGPT for clinical medical education)

  • 홍현미;강영준;김영전;김봄솔
    • Journal of Medicine and Life Science
    • /
    • 제20권2호
    • /
    • pp.53-59
    • /
    • 2023
  • This study explores the potential use of artificial intelligence (AI)-based services, specifically ChatGPT-3.5, in medical education. The application of this technology is acknowledged as a valuable tool for simulating authentic clinical scenarios and enhancing learners' diagnostic and communication skills. To construct a case, students received ChatGPT training using a clinical ethics casebook titled "Clinical Ethics Cases and Commentaries for Medical Students and Physicians." Subsequently, a role-play script was generated based on this training. The initial draft of the script was reviewed by two medical professors and was further optimized using ChatGPT-3.5. Consequently, a comprehensive role-play script, accurately reflecting real-world clinical situations, was successfully developed. This study demonstrates the potential for effectively integrating AI technology into medical education and provides a solution to overcome limitations in developing role-play scripts within conventional educational settings. However, the study acknowledges that AI cannot always generate flawless role-play scripts and recognizes the necessity of addressing these limitations and ethical concerns. The research explores both the potential and limitations of employing AI in the early stages of medical education, suggesting that future studies should focus on overcoming these limitations while further investigating the potential applications of AI in this field.

생강(生薑) 삼편(三片)과 대조(大棗) 이매(二枚)의 사용에 대한 고찰(考察) (방약합편(方藥合編)을 중심으로) (on Applying 3 Slices of Zingiber officinale Roscoe And 2 Pieces of Zizyphus jujuba Mill. (Mainly Oriented Bangyakhappyun))

  • 임영환;국윤범
    • 대한한의학방제학회지
    • /
    • 제14권1호
    • /
    • pp.1-10
    • /
    • 2006
  • 3 Slices of Zingiber officinale and 2 pieces of Zizyphus jujuba in BangYakHapPyun play a proper role in herbal prescription. Zingiber officinal is roled in protection force(衛) and Zizyphus jujuba is roled in management force(營). 3 Slices of Zingiber officinal and 2 pieces of Zizyphus jujuba in upper location of BangYakHapPyun harmonize management and protection forces(營衛氣). 3 Slices of Zingiber officinale and 2 pieces of Zizyphus jujuba in middle and lower location of BangYakHapPyun compromise and treat inner and outer body condition. 5 or 7 Slices of Zingiber officinale purge noxious vapor and alleviate Pinellia ternata(半夏). Arisaema amurense (南星) poison. Todays, 3-Yangs and 2- Yins an apriority world(先天). use 3 Slices of Zingiber officinale and 2 pieces of Zizyphus jujuba. In the future. 2-Yangs and 3-Yins in a posterior world(後天) may use 2 Slices of Zingiber officinale and 3 pieces of Zizyphus jujuba.

  • PDF

Molecular Mechanism of L-Pyroglutamic Acid Interaction with the Human Sour Receptor

  • Sanung Eom;Shinhui Lee;Jiwon Lee;Minsu Pyeon;Hye Duck Yeom;Jung Hee Song;Eun Ji Choi;Moeun Lee;Junho H Lee;Ji Yoon Chang
    • Journal of Microbiology and Biotechnology
    • /
    • 제33권2호
    • /
    • pp.203-210
    • /
    • 2023
  • Taste is classified into five types, each of which has evolved to play its respective role in mammalian survival. Sour taste is one of the important ways to judge whether food has gone bad, and the sour taste receptor (PKD2L1) is the gene behind it. Here, we investigated whether ʟ-pyroglutamic acid interacts with sour taste receptors through electrophysiology and mutation experiments using Xenopus oocytes. R299 of hPKD2L1 was revealed to be involved in ʟ-pyroglutamic acid binding in a concentration-dependent manner. As a result, it is possible to objectify the change in signal intensity according to the concentration of ʟ-pyroglutamic acid, an active ingredient involved in the taste of kimchi, at the molecular level. Since the taste of other ingredients can also be measured with the method used in this experiment, it is expected that an objective database of taste can be created.

기업의 IS/EC 특성에 따른 B2B 전자상거래 성공요인의 중요도 분석에 관한 실증적 연구 (Perceived Importance of B2B Electronic Commerce Success Factors: An Empirical Evidence of Enterprise′s IS and EC Characteristics)

  • 정대율
    • 한국정보시스템학회지:정보시스템연구
    • /
    • 제11권2호
    • /
    • pp.47-72
    • /
    • 2002
  • In the beginning of new millennium, Business-to-Business(B2B) Electronic Commerce(EC) is a hot issues of the world business and economic communities. The market of B2B EC is increasing rapidly, and become a more complex and competitive because many participants and intermediaries are play on their own objectives and strategies. To cope with the situation, participants of B2B EC market should make play with a competitive strategies. So, the participant enterprises must know the critical success factors of their own EC market. This study identifies B2B EC success factor measurement sets, and explores several success factors based on the perceived importance of B2B EC practitioner in the manufacturing enterprises. The study tests the differences of success factors by IS level, EC business model characteristics, and EC introduction and operating characteristics.

  • PDF

Situating social games in the everyday: an Australian perspective

  • Willson, Michele
    • Journal of Contemporary Eastern Asia
    • /
    • 제14권1호
    • /
    • pp.57-69
    • /
    • 2015
  • This paper explores some of the ways in which social games - games played with others through social network sites such as Facebook - are situated within the everyday. It argues that social games are more than just games; they perform a range of interactive and integrative functions across and within people's lives and therefore need to be investigated as such. Social games en-able spaces for and practices of creative expression, and identity management. They also form a mechanism through which relations can be enacted and maintained across and outside of the game environment. This argument requires the researcher to consider the panoply of ways in which people integrate social games within their lives and everyday practices. Part of a larger project, this paper explores some findings from an exploratory survey of Australian game play-ers about their management and integration of game play within the everyday with a particular focus on gender.

게임방 청소년의 사이버일탈 과정에 관한 문화기술적 연구 (An Ethnographic Study on Cyber-Delinquency among Adolescents)

  • 성윤숙;이소희
    • 아동학회지
    • /
    • 제24권3호
    • /
    • pp.109-134
    • /
    • 2003
  • Playing online games is popular among adolescents and may contribute to such social issues as game addiction and cyber-delinquency. The present study conducted an ethnographic analysis that addressed basic descriptive questions around the social significance of online games. The main findings were that peer pressure plays an important role; that is, adolescents play the games to fulfill their need to occupy higher levels of cyber-status among game players and build special relationships. They like to make money and buy what they want with money earned from game item deals. Game scenarios and mechanisms play an important role in game addiction. Adolescents sometimes exhibit social delinquency in cyberspace or the real world. Thus, adolescents' needs, game addiction and cyber-delinquency are intertwined.

  • PDF

An Integrated Emission Model of Greenhouse Gases to Assess Regional Climate Change

  • Moon, Yun-Seob;Oh, Sung-Nam;Hyun, Myung-Suk
    • 한국대기환경학회:학술대회논문집
    • /
    • 한국대기환경학회 2003년도 춘계학술대회 논문집
    • /
    • pp.421-422
    • /
    • 2003
  • Greenhouse gases (GHGs) such as carbon dioxide ($CO_2$), methane (CH$_4$), nitrous oxide ($N_2$O), chlorofluorocarbons (CFCs), sulphur hexafluoride (SF$_{6}$), together with water vapour ($H_2O$) and ozone play an important role in determining the earth's climate. The primary cause of the enhancement of GHGs is the global use of fossil fuels to generate heat, power, and electricity for a growing world population, as well as the changes in the land use, especially for agriculture. In addition, biomass buring and biofuel emissions play major roles in the GHG emissions in the Asian region because they produce large amounts of carbon monoxide (CO), nonmethane volatile organic compounds(NMVOC), black carbon(BC) and other gases. (omitted)d)

  • PDF

Analysis of Break in Presence During Game Play Using a Linear Mixed Model

  • Chung, Jae-Yong;Yoon, Hwan-Jin;Gardne, Henry J.
    • ETRI Journal
    • /
    • 제32권5호
    • /
    • pp.687-694
    • /
    • 2010
  • Breaks in presence (BIP) are those moments during virtual environment (VE) exposure in which participants become aware of their real world setting and their sense of presence in the VE becomes disrupted. In this study, we investigate participants' experience when they encounter technical anomalies during game play. We induced four technical anomalies and compared the BIP responses of a navigation mode game to that of a combat mode game. In our analysis, we applied a linear mixed model (LMM) and compared the results with those of a conventional regression model. Results indicate that participants felt varied levels of impact and recovery when experiencing the various technical anomalies. The impact of BIPs was clearly affected by the game mode, whereas recovery appears to be independent of game mode. The results obtained using the LMM did not differ significantly from those obtained using the general regression model; however, it was shown that treatment effects could be improved by consideration of random effects in the regression model.

복식에 나타난 싸이키델릭 이미지 (Psychedelic Image expressed in costume)

  • 안선경;양숙희
    • 한국의류학회지
    • /
    • 제23권1호
    • /
    • pp.147-158
    • /
    • 1999
  • This study focused on situational simularity of psychedelic expressed in the mid-1960s with culture including costume in the end of 20th century. So this study is composed of psychedelic concept and the comparision of temporal background and general characteristics of psychedelia in the 1960s and 1990s and relationship with Art-Nouveau which has originated psychedelia and psycheelic image including mysticism play illusionism and narcissism. The New psychedelic revival of the early 1980s came at a time when as in the mid-1960s the world's attentions were firmly focused on British youth. The same could be said of the mid-1990s when 'BriPop' once again has international appeal and the result has been a kind of New New Psychedelic revival with all manner of British youth styles from the 1960s blended together. The swirling patterns hallucinogenic colors and space-aged designs of the psychedelics have become a symbolic representation of cocktail of youth sex and optimism

  • PDF

MMORPG 아바타 커스터마이징의 변형 과정에서 플레이어 태도 연구 (Study of Player Attitudes Regarding MMORPG Avatar Customization in the Transformation Stage)

  • 백철호
    • 한국게임학회 논문지
    • /
    • 제17권3호
    • /
    • pp.7-20
    • /
    • 2017
  • MMORPG users can create their own identity that they will use to act through in the virtual world utilizing the avatar creation system. The MMORPG customization process, divided into the creation and transformation stages, provides a sandbox for the identity play by users. In this study, analysis of the users' customization attitudes using the Q methodology especially in the transformation stage was conducted. The users' attitudes were found to be categorized into 4 types: 1) fulfilling attitude, 2) customization immersed attitude, 3) customization challenging attitude, and 4) community oriented attitude. Of particular interest are the immersed customization type, where the attitude is driven by the internal motivation of "self-satisfaction" unlike the fulfillment and community oriented attitudes which are driven by instrumental motivation of the avatar, and the continuous desire towards transformation revealed by the challenging customization attitude. This study provides valuable insight in the design perspective for developers in instilling critical immersion elements to the users while preparing to update the level.