• Title/Summary/Keyword: Presence Experience

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Nurses' Perception and Willingness to Pay for Nursing Career Ladder System in General Hospital (상급종합병원 간호사의 임상경력개발시스템에 대한 인식과 지불의사)

  • Lee, Mi-Joon
    • Korea Journal of Hospital Management
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    • v.24 no.3
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    • pp.61-71
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    • 2019
  • Purposes: The purpose of this study is to analyze nurses' perception on the clinical career ladder system which was introduced to enhance the nursing capabilities in general hospital. Methods: Research data has been collected for approximately 30 days since March 28, 2017 from 171 nurses who had been involved in the clinical career ladder system, 177 nurses who had not participated, and a total of 348. Finding: The study results showed that nurses' perception on the cost effectiveness of clinical career ladder system is significantly different depending on the sex, age, program experience, personal stage in the clinical career ladder system and the individual's health condition. In addition, the nurses' willingness to pay for the clinical career ladder system was significantly associated with their department and the needs for the system. With adjusted age, gender, position, education and marital status, nursing competency was 8.71(95% Confidence Interval; 4.79 to 12.63) in the presence of system experience, but the perception on clinical career ladder system was 4.34(95% Confidence Interval; -6.84 to -1.84). Practical Implications: Based on the study results, we expect that more hospitals introduce the clinical career ladder system and also use these study results as basic data for securing excellent nurses.

The Education of Henry Adams: The Theme of Aura and Tradition in the Context of Modernity

  • Kim, Hongki
    • Journal of English Language & Literature
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    • v.55 no.6
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    • pp.961-973
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    • 2009
  • Walter Benjamin expresses his concern that the new technologies of mechanical reproduction robs the artwork of its own uniqueness, its "aura." Benjamin uses the word "aura" to refer to the sense of awe or reverence one presumably experiences in the presence of works of art. This aura does not merely inhere in the works of art themselves, because Benjamin extends his notion of aura to the level of how he both understands and positions the modern subject in the world of uncertainty and transitoriness. The theoretical framework of Benjaminian aura becomes a crucial and efficient strategic apparatus to read The Education of Henry Adams. As for Benjamin the modern implies a sense of alienation, a historical discontinuity, and a decisive break with tradition, Adams observes that modern civilization has wiped out "tradition," a mythic home in which man can experience order and unity. Adams claims that the growth of science, reason, and multiplicity at the expense of religion, feeling, and unity has been accompanied by a parallel growth in individualism at the expense of community and tradition. To Adams the collapse of traditional values such as maternity, fecundity, and security in America is a waking nightmare of the moral dilemmas of a capitalist society, in which the cruel force of the modern Dynamo is becoming a prime governing principle.

A study on the Environmental Factors of the Fitting Room Affecting Fashion Product Purchase Decisions (패션제품 구매결정에 영향을 미치는 피팅룸 환경 요인에 관한 연구)

  • Hyun-Hee Park;Eun-Kyoung Lee; Jung-Ok Jeon
    • Fashion & Textile Research Journal
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    • v.24 no.6
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    • pp.756-765
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    • 2022
  • The purchase-related responses of MZ generation consumers may vary depending on the environmental factors of the fitting room. Therefore, this study extracted and systematized fitting room characteristics in the retail fashion environment. In-depth interviews were conducted with a total of 50 informants to collect data on the experience of using the fitting room. Then, a qualitative analysis was performed. First, results confirmed that the environmental factors of the fitting room include physical (spatiality, functionality, comfort, and convenience) and human (interactivity and congestion) aspects. Next, additional analysis was performed on functionality and interactivity to clarify the influence of environmental characteristics of the fitting room. These factors were classified into qualitative categories. The study results confirmed that, in the case of functionality, preferred lighting and mirror factors vary depending on the clothing product type, the place and situation for wearing, and individual characteristics. Furthermore, regarding interactivity, the preference for the presence of sales staff or companions differed according to personal traits and the need for additional information and evaluation. The study provides valuable information for effective fitting room space planning for offline fashion stores to meet the needs of MZ generation consumers.

3D Motion Capture based Physical Fitness using Full Body Tracking Suit

  • Imran Ghani;Emily Hattman;David T. Smith;Muhammad Hasnain;Israr Ghani;Seung Ryul Jeong
    • Journal of Internet Computing and Services
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    • v.24 no.4
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    • pp.47-56
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    • 2023
  • This paper presents an approach to exercise that utilizes motion capture through the Rokoko Smart Suit. With the emergence of Covid-19, physical fitness levels have declined due to restrictions on in-person fitness classes and gym closures. To maintain physical activity, many individuals have turned to mobile applications and streaming videos. However, home workouts often lack the motivation and experience found in gyms, classes, or community centers, particularly with the presence of coaches and instructors. Additionally, instructors find it challenging to convey precise postures to their online students, and vice versa. To address this issue, the researchers propose the use of a full-body tracking suit like the Rokoko Smart Suit, which enables instructors to present a more realistic approach to physical activity. The Rokoko Smart Suit offers a 3D view of the instructor, eliminating the limitations of camera scope when streaming on platforms like Zoom or MS Teams. This technology enhances the at-home workout experience, and the incorporation of 3D virtual reality features can further elevate the realism of a workout.

Remediation in Tradition Theatrical Stage Design (전통적 연극무대디자인의 재매개)

  • Jung, Min-Soo
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.207-213
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    • 2008
  • For decades, we have filled our theme parks, shopping malls, a streets and etc. with complementary or competing medias. These spaces have remedied newspapers, magazines, radio, TV and film or have been the object for remediation. Because there has been no remediation in traditional theatrical stage design, many problems come along with the design, which makes audiences hard to feel the sense of presence. It's time to have systematic research to find a way out for the solution of traditional theatrical stage design. This study suggests the solutions for remediation of traditional theatrical stage design, so we are going to research with laying emphasis on the cooperative works between the fields of theatrical stage design and the Visual Effects par that forms extensive and diverse portions. The proposal for remediation of traditional theatrical stage design with practical use of Visual Effects will create economical higher value-added through the systematization of close and cooperative work between the fields of Visual Effects and theatrical stage design. In addition, the systematization of the cooperation of these two parts will make another communicative paradigm that audiences have never been able to experience before in traditional theatrical stage design.

An Experiment of User Experience and Neurophysiological Patterns during Watching and Playing a Video Game (게임콘텐츠의 시청행위와 게임행위의 사용자 경험과 뇌파반응특성)

  • Jang, Han-Jin;Kim, Si-Sung;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.19-32
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    • 2015
  • Presence, flow, and arousal are interesting user experiences provided by video and people's demand for media which responds to personal interest is getting strong. This research compares video watching and game play by conducting a survey and measuring brain wave to find out the difference of those user experiences in the two media. As a result, all the three user experiences were proved to be significantly higher in game play than video watching. And those EEG frequencies which are known to be related to the state of flow were also measured higher scalp distribution of the game play group. Finally, presence, arousal, and EEG(${\alpha}$, ${\beta}$, ${\delta}$) were found to have influence on the flow state in game play. This research is intended to prove above relations by experiment and make a contribution to the theoretical and methodological improvement in the related area.

Gut Microbiota of Tenebrio molitor and Their Response to Environmental Change

  • Jung, Jaejoon;Heo, Aram;Park, Yong Woo;Kim, Ye Ji;Koh, Hyelim;Park, Woojun
    • Journal of Microbiology and Biotechnology
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    • v.24 no.7
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    • pp.888-897
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    • 2014
  • A bacterial community analysis of the gut of Tenebrio molitor larvae was performed using pyrosequencing of the 16S rRNA gene. A predominance of genus Spiroplasma species in phylum Tenericutes was observed in the gut samples, but there was variation found in the community composition between T. molitor individuals. The gut bacteria community structure was not significantly affected by the presence of antibiotics or by the exposure of T. molitor larvae to a highly diverse soil bacteria community. A negative relationship was identified between bacterial diversity and ampicillin concentration; however, no negative relationship was identified with the addition of kanamycin. Ampicillin treatment resulted in a reduction in the bacterial community size, estimated using the 16S rRNA gene copy number. A detailed phylogenetic analysis indicated that the Spiroplasma-associated sequences originating from the T. molitor larvae were distinct from previously identified Spiroplasma type species, implying the presence of novel Spiroplasma species. Some Spiroplasma species are known to be insect pathogens; however, the T. molitor larvae did not experience any harmful effects arising from the presence of Spiroplasma species, indicating that Spiroplasma in the gut of T. molitor larvae do not act as a pathogen to the host. A comparison with the bacterial communities found in other insects (Apis and Solenopsis) showed that the Spiroplasma species found in this study were specific to T. molitor.

A Study on User Performance Level according to Presence or Frequency of Providing Leaderboard in the Game (게임 중 Leaderboard 제공 유무 및 빈도에 따른 사용자 수행수준에 대한 연구)

  • Seo, Su-Jong;Jeong, Ji-Yeon;Kim, Eun-Kyoung;Han, Ye-Jin;Choi, Jong In;Kim, Jong-Hyun;Lee, Jung;Kim, Sun-Jeong
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.67-76
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    • 2018
  • The interaction between users and games is an important factor in game development. In this paper, we consider Leaderboard UI in shooting game and study user's performance level according to presence or frequency of providing Leaderboard UI. For this research, we developed a third person shooting game and conducted experiments for 80 college students. The results of the experiments were analyzed using statistical significance using the T-test method. Finally, in order to improve user's performance level, we conclude that the user's gaming experience is a bigger factor than the presence or frequency of providing Leaderboard, causing a significant difference.

Feature of Intertextuality Environmental Arts -Focusing on Feature of fantasy post-place, speciality of place as well as temporal-spatial expression method- (상호텍스트적인 환경예술의 특성 -환상성.탈 장소성, 장소의 특수성과 시공간 표현방법에 대한 특성을 중심으로-)

  • Jang, Il-Young;Kim, Jin-Seon
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.63-74
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    • 2005
  • Modern society is diversified society and is under complicated situation as the boundary of each area has been disappeared. To understand and accept such complicated situation as widely as possible, it is required to understand interaction. of receiver with intertextual environmental arts as the structure of open text. This study examined interaction of environmental arts in terms of intertextual feature based on experience of receiver on combined element of different space and time, combination of genres. This is the concept of meaning personal experience or situation as receiver participates the process of completing art works, and set the fantasy, post-place and speciality of location and temporal-spatial expression method, as characteristics of intertextuality. Features of such experience elements are used as methodology of analyzing characteristics of each work. Feature of fantasy uses strategy of inducing spatial experience of receiver with dematerialization for post-place and expands the place where events occur with intervention of contingency and event situation. It suggests the spatial-temporal expression method as the features focusing on process and reflecting changes in spatial-temporal continuum and speciality of place emphasizing context of place. In conclusion, environmental arts needs to be deep rooted on complicated existence aspect of receiver beyond metaphysical dimension depending on presence and to accomplish conversion of awareness of supplying bisection of life from that place. By doing so, environmental arts can live textual life as it gets together with all other texts in terms of text dimension and creativity can be reborn as practical creativity in intertextuality rather than uniqueness. Such combination with other areas and acceptance of various aspects of receivers who see and experience this will result to creation of open works which can be create newly over and over again in multi-dimensional aspects.

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Effect of LCD monitor type and observer experience on diagnostic performance in soft-copy interpretations of the maxillary sinus on panoramic radiographs

  • Kim, Tae-Young;Choi, Jin-Woo;Lee, Sam-Sun;Huh, Kyung-Hoe;Yi, Won-Jin;Heo, Min-Suk;Choi, Soon-Chul
    • Imaging Science in Dentistry
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    • v.41 no.1
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    • pp.11-16
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    • 2011
  • Purpose : The aim of this study was to evaluate the effect of liquid crystal display (LCD) monitor type and observer experience on the diagnostic performance in soft-copy interpretations of maxillary sinus inflammatory lesions on panoramic radiographs. Materials and Methods : Ninety maxillary sinuses on panoramic images were grouped into negative and positive groups according to the presence of inflammatory lesions, using CT for confirmation. Monochrome and color LCDs were used. Six observers participated and ROC analysis was performed to evaluate the diagnostic performance. The reading time, fatigue score, and inter-/intra-observer agreements were assessed. Results : The interpretation of maxillary sinus inflammatory lesions was affected by the LCD monitor type used and by the experience of the observer. The reading time was not significantly different, however the fatigue score was significantly different between two LCD monitors. Inter-observer agreement was relatively good in experienced observers, while the intra-observer agreement for all observers was good with monochrome LCD but not with color LCD. Conclusion : The less experienced observers showed lowered diagnostic ability with a general color LCD.