• Title/Summary/Keyword: Research experience

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An Integrative Review of Oncology Nursing Research : 1980-1998 (국내의 암관련 간호연구논문 분석)

  • 최선혜;남영화;류은정;백명화;서동희;서순림;최귀윤;최경숙
    • Journal of Korean Academy of Nursing
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    • v.28 no.3
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    • pp.786-800
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    • 1998
  • The purposes of this study were to describe systemically 18 years of oncology nursing research in Korea and suggest it's direction in future. 149 nursing studies published from 1980 to 1998 were selected for the present study. There were examined the source and the design of study, type of subjects, measurement variables, the intervention outcome of experimental research, and theme of qualitative research. The results were as follows : 1. 121 of 149 studies were composed of master thesis and dissertation of graduate school. There were 55 correlations, 30 descriptions, 19 comparisons, 19 qualitative studies and 2 Q-methods as the type of research design. 2. Cancer patients without describing specified diagnosis as subjects' characteristic were 44 of total studies. The others had various diagnoses such as gastric cancer, uterine cancer, breast cancer, leukemia, lymphoma, colorectal cancer, and lung cancer. According to treatment type, patients receiving chemotherapy were the highest number distribution as 53 of all researches. 3. Most measurement instruments used for research were translated it into Korean that developed by foreigners, such as Zung's depression, Spielberg's anxiety, and Wallston's locus of control. 4. Quality of life was shown the most frequently among correlational researches. the next one was depression, the third was hope, and so on. 5. There was the most frequent comparison between cancer and non-cancer patients in comparative researches. It was surveyed those variables as diet habits, risk factors, stressful life events, anxiety and depression, and self-care capacity between two groups. 6. The subjects were mostly chemotherapy patients as 15 of 24 experimental studies. Oral care and education were respectively the highest experimental interventions. 7. Qualitative researches about cancer were reported since 1991. Their themes were illness experience, adaptation process, dying experience, family experience, hope, caring, experience of health behavior, meaning of chemotherapy and experience of cancer survivor. Phenomenologic methodology was designed above 50% of qualitative researches. According to the above findings, cancer research had increased since 1990 and done mostly by descriptive design but a few experimental studies. As recommendations for the future, It is necessary to study the comparison of oncology nursing research internationally, the replication to establish the effect of nursing intervention, and the family care of cancer patient.

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The Impact of Experience Factors on Brand Attitude and Revisit Intention in Rice Cake Specialty Shop (떡 전문점에서의 체험요소가 브랜드 태도 및 재방문 의도에 미치는 영향)

  • Park, Kyung-Ai;Lee, Jae-Dong;Kim, So-Ah
    • Culinary science and hospitality research
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    • v.23 no.2
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    • pp.35-44
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    • 2017
  • The purpose of the present study was to investigate the impact of experience factors on brand attitude and revisit intention in cakes specialty shop. The result showed that among experience factors in rice cake specialty shop, educational experience factor and aesthetic experience factor had influence on both brand attitude and revisit intention, and entertainment experience factor had only influence on revisit intention. Also, brand attitude had significant influence on revisit intention. It was confirmed that experience activities in marketing of traditional food such as rice cakes are significant marketing activities, and educational experience factor and aesthetic experience factor have high correlated each other. On the other hand, entertainment experience factor is in lack relatively, which is due to the complexity of the traditional food manufacturing, and future improvements about this needs to be required. This study was to identify marketing significance of experience factors in rice cake specialty shop and to verify the necessity and effectiveness for spreading vigorous marketing in a variety of traditional food fields through this opportunity.

Effects of Performance, Imagery and Regulatory Focus on Customer Engagement

  • Choi, Nak-Hwan;Nguyen, Quynh Mai;Teng, Zhuoqi
    • Journal of Distribution Science
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    • v.17 no.1
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    • pp.57-72
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    • 2019
  • Purpose - Current study aimed at investigating customer experience types (gain vs. loss avoidance performance experience and hedonic vs. reliability imagery experience) and their influences on satisfaction and positive emotion as antecedents of customer engagement. It also explored moderation role of regulatory focus in the influence of each experience type on satisfaction and positive emotion. Research design, data, and methodology - 416 Vietnamese local tourists were selected to test hypotheses by structural equation model in AMOS 21.0. Results - First, customers actually achieving gain or avoiding loss are more satisfied. Second, customers with hedonic and reliability imagery experience feel more positive emotion. Third, both positive emotion and satisfaction have positive influences on customer engagement. Last, regulatory focus moderates the positive effects of either gain or loss avoidance performance experience on satisfaction and also moderates the positive effects of either hedonic or reliability imagery experience on positive emotion. Conclusions - Focusing on both cognitive satisfaction and affective emotion resulted from experience, this study could advance customer engagement theory. Managerially, brand managers should induce gain performance and hedonic imagery experience (loss avoidance performance and reliability imagery experience) from promotion (prevention)-focused customers to enhance their engagement.

Exploration of User Experience Research Method with Big Data Analysis : Focusing on the Online Review Analysis of Echo (빅데이터 분석을 활용한 사용자 경험 평가 방법론 탐색 : 아마존 에코에 대한 온라인 리뷰 분석을 중심으로)

  • Hwang, Hae Jeong;Shim, Hye Rin;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.517-528
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    • 2016
  • This study attempted to explore and examine a new user experience (UX) research method for IoT products which are becoming widely used but lack practical user research. While user experience research has been traditionally opted for survey or observation methods, this paper utilized big data analysis method for user online reviews on an intelligent agent IoT product, Amazon's Echo. The results of topic modelling analysis extracted user experience elements such as features, conversational interaction, and updates. In addition, regression analysis showed that the topic of updates was the most influential determinant of user satisfaction. The main implication of this study is the new introduction of big data analysis method into the user experience research for the intelligent agent IoT products.

Predicting patient experience of Invisalign treatment: An analysis using artificial neural network

  • Xu, Lin;Mei, Li;Lu, Ruiqi;Li, Yuan;Li, Hanshi;Li, Yu
    • The korean journal of orthodontics
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    • v.52 no.4
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    • pp.268-277
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    • 2022
  • Objective: Poor experience with Invisalign treatment affects patient compliance and, thus, treatment outcome. Knowing the potential discomfort level in advance can help orthodontists better prepare the patient to overcome the difficult stage. This study aimed to construct artificial neural networks (ANNs) to predict patient experience in the early stages of Invisalign treatment. Methods: In total, 196 patients were enrolled. Data collection included questionnaires on pain, anxiety, and quality of life (QoL). A four-layer fully connected multilayer perception with three backpropagations was constructed to predict patient experience of the treatment. The input data comprised 17 clinical features. The partial derivative method was used to calculate the relative contributions of each input in the ANNs. Results: The predictive success rates for pain, anxiety, and QoL were 87.7%, 93.4%, and 92.4%, respectively. ANNs for predicting pain, anxiety, and QoL yielded areas under the curve of 0.963, 0.992, and 0.982, respectively. The number of teeth with lingual attachments was the most important factor affecting the outcome of negative experience, followed by the number of lingual buttons and upper incisors with attachments. Conclusions: The constructed ANNs in this preliminary study show good accuracy in predicting patient experience (i.e., pain, anxiety, and QoL) of Invisalign treatment. Artificial intelligence system developed for predicting patient comfort has potential for clinical application to enhance patient compliance.

The Experience of Receiving Radioactive Iodine Therapy among Thyroid Cancer Patients (갑상선암 환자의 방사성요오드 치료경험)

  • Kang, Kyung Ok;Kim, Hyun Kyung;Kim, Ji Young;Lim, Seok Tae
    • Journal of East-West Nursing Research
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    • v.22 no.2
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    • pp.148-157
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    • 2016
  • Purpose: The purpose of this study was to explore the meaning of the experience of receiving radioactive iodine therapy among patients with thyroid cancer. Methods: A qualitative research design was adopted. The participants were ten women diagnosed with thyroid cancer who had received radioactive iodine therapy within one year. Data were collected through in-depth interviews from October of 2015 to April of 2016. Individual interviews were recorded, and transcribed data were analyzed using Colaizzi's method. Results: The six categories of the experience of receiving radioactive iodine therapy were "Finally realizing having cancer," "The lonely fight that feels like prison life," "Narrower scope of life," "Lack of understanding by others," "Enduring a short, yet difficult journey," and "A turning point for a new life." Conclusion: This study provides deep insight into the experience of thyroid cancer patients who had received radioactive iodine therapy. Nurses should concern their distress during radioactive iodine treatment and manage psychological difficulties as well as physical symptoms. Support from family and health care providers may help them to overcome the hard journey.

The Effects of Science Lessons Using Creative Activities on Scientific Concepts and Self Directed Learning Ability (창의적 체험활동 프로그램이 과학개념 및 자기주도적 학습능력에 미치는 효과)

  • Lee, Yongseob;Kim, Yoonkyung
    • Journal of the Korean Society of Earth Science Education
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    • v.8 no.3
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    • pp.399-408
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    • 2015
  • This study is to find out that the effects of a creative experience activity program to scientific concepts and self-directed learning skills. This study has been aimed at 2 class 40 students of 4th grade in D metropolitan city A elementary school in 2015, one class 20 students are the research group to apply Scientific research program using creative experience activity, another class 20 students were comparison groups to apply general science classes. The related class section of this study is 4th grade 2 semester of science 4 chapters, 'The Earth and the moon' This section is in fourth grade elementary science curriculum revision in 2009 is a Sections to learn for the first time about astronomical area. Target research group in club activities as part of the creative activities implemented using scientific inquiry and analyzed the results. In addition, in order to better research based on the results of this study as follows. First, the science curriculum in elementary schools, as well as applied research about the creative experience activity classes in other subjects is required. The ongoing research is needed to classes utilizing the characteristics of creative experience activities in several subjects of the elementary school curriculum. Second, Creative experiential learning is only effective when it is done consistently, it is worth studying for long periods of time.

Investigating Key User Experience Factors for Virtual Reality Interactions

  • Ahn, Junyoung;Choi, Seungho;Lee, Minjae;Kim, Kyungdoh
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.4
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    • pp.267-280
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    • 2017
  • Objective: The aim of this study is to investigate key user experience factors of interactions for Head Mounted Display (HMD) devices in the Virtual Reality Environment (VRE). Background: Virtual reality interaction research has been conducted steadily, while interaction methods and virtual reality devices have improved. Recently, all of the virtual reality devices are head mounted display based ones. Also, HMD-based interaction types include Remote Controller, Head Tracking, and Hand Gesture. However, there is few study on usability evaluation of virtual reality. Especially, the usability of HMD-based virtual reality was not investigated. Therefore, it is necessary to study the usability of HMD-based virtual reality. Method: HMD-based VR devices released recently have only three interaction types, 'Remote Controller', 'Head Tracking', and 'Hand Gesture'. We search 113 types of research to check the user experience factors or evaluation scales by interaction type. Finally, the key user experience factors or relevant evaluation scales are summarized considering the frequency used in the studies. Results: There are various key user experience factors by each interaction type. First, Remote controller's key user experience factors are 'Ease of learning', 'Ease of use', 'Satisfaction', 'Effectiveness', and 'Efficiency'. Also, Head tracking's key user experience factors are 'Sickness', 'Immersion', 'Intuitiveness', 'Stress', 'Fatigue', and 'Ease of learning'. Finally, Hand gesture's key user experience factors are 'Ease of learning', 'Ease of use', 'Feedback', 'Consistent', 'Simple', 'Natural', 'Efficiency', 'Responsiveness', 'Usefulness', 'Intuitiveness', and 'Adaptability'. Conclusion: We identified key user experience factors for each interaction type through literature review. However, we did not consider objective measures because each study adopted different performance factors. Application: The results of this study can be used when evaluating HMD-based interactions in virtual reality in terms of usability.

The Effect of Emotional Experience with Korea's Low-Price Cosmetic Brands on Brand Relationship (국내 저가 화장품 브랜드에 대한 감성적 경험이 브랜드 관계에 미치는 영향)

  • Kim, Sung-Eun;Chung, Myung-Sun
    • The Research Journal of the Costume Culture
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    • v.19 no.3
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    • pp.565-578
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    • 2011
  • The purpose of this study was to examine the emotional experience dimension on the brand of the low price cosmetics and to empirically investigate the effect of emotional experience on the relationship between customers and brand. Data were collected for 10 days starting on March $2^{nd}$ 2009. Questionnaires were distributed to 517 female college students who experienced to purchase the products of the low price cosmetic brand and answers were collected. The results of analysis on collected data showed that the emotional experience was classified into sense, spatial environmental emotion, sales promotion emotion, salesperson emotion and visual/verbal identity, and emotional experience on low price cosmetic brand had a positive effect on the relationship between customer and brand. Specifically, it was showed that emotional experience on low price cosmetic brand significantly affected the customer satisfaction, brand trust and brand attachment. In terms of effect of emotional experience on customer satisfaction, the orders in the degree of influence were following: the sense, spatial environmental emotion, sale promotion emotion and salesperson emotions. In terms of effect of emotional experience on brand trust, the orders in the degree of influence were following: the sense, salesperson emotions, sale promotion emotion and spatial environmental emotion. In terms of effect of emotional experience on brand attachment, the orders in the degree of influence were following: the sense, spatial environmental emotion, salesperson emotions, visual/verbal identity and sale promotion emotion.

A Preliminary Study for Developing an Authoring Tool for Field-Experience Learning using Mobile Device (모바일 현장체험학습 저작도구 개발을 위한 기초연구)

  • Kang, Young Ok;Cho, Na Hye
    • Spatial Information Research
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    • v.23 no.3
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    • pp.123-132
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    • 2015
  • Recently both the importance and the interests of field-experience learning have kept increasing since the Education of Ministry encourages students to take a field-experience learning with the self-driven and creative education as the main issue in the 7th revised education curriculum in 2009. As the importance of field-experience learning goes up continuously, not only the release of its related mobile applications is increasing, but also a variety of researches for supporting the field-experience learning are ongoing. In this research we perform two things. First, we define the basic concept of authoring tool for which support the field-experience learning based on its characteristics and user requirements analysis. We confirmed that the authoring tool for the field-experience learning has to 1) support all activities that happen in pre-field, field-experience and post-field phases, 2) be possible to write the location-based field work, 3) have the authoring function which reflects the characteristics of curriculum such as history, science and geography, etc. that the field learning can be realized, 4) be designed as the structure that the results of inquiring activity after the field experience activity can be reused. Second, we create a conceptual design after confirming the authoring tool.