• Title/Summary/Keyword: Research experience

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Relationships among Activity Status, Anxiety, Depression, Social Support, Symptom Experience, and Functional Status in Lung Cancer Patients based on the Theory of Unpleasant Symptoms (폐암 환자의 활동상태, 불안, 우울, 사회적 지지, 증상경험과 기능적 상태의 관계: 불쾌감이론 기반으로)

  • Kim, Keum Soon;Yi, Myungsun;Bang, Kyung-Sook;Cho, Young Ae;Lee, Jung Lim;Lee, Eun
    • Perspectives in Nursing Science
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    • v.10 no.2
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    • pp.87-96
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    • 2013
  • Purpose: The purpose of this study was to investigate the relationships of activity status, anxiety, depression, social support, symptom experience, and functional status in patients with lung cancer based on the theory of unpleasant symptoms. Methods: The participants for this study were 101 lung cancer patients who visited the out-patient department for treatment or follow-up at one hospital in Seoul. Data were collected from January 1 to February 8, 2013 using self-reported questionnaires and clinical records. To measure variables, the functional scale and symptom scale of the European Organization for Research and Treatment of Cancer (EORTC) Quality of Life Questionnaire-Core 30, EORTC QLQ-Lung Cancer 13, Eastern Cooperative Oncology Group Performance Status, Hospital Anxiety and Depression Scale, and Multidimensional Scale of Perceived Social Support were used in this study. The data were analyzed using SPSS 19.0 software for Windows. Results: The symptom experience showed more severity in patients with lower activity status, higher anxiety and depression. With lower activity status and social support, functional status was lower. When anxiety, depression, and symptom experience were higher, functional status was also lower. The significant factors predicting symptom experience were depression, anxiety, activity status, and social support, which explained 57.8% of the variance. Conclusion: These results suggest that psychological factors such as anxiety and depression had a negative influence on the symptom experience of lung cancer patients. Therefore, providing emotional support based on the patients' needs prior to providing symptom management could be a useful strategy for improving symptom experience and functional status.

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The Effects of Selection Attributes of Dessert Cafes on Experience Value and Revisit Intention (디저트카페의 선택속성이 경험가치와 재방문의도에 미치는 영향)

  • Ra, Chae-Il
    • Culinary science and hospitality research
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    • v.23 no.5
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    • pp.77-86
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    • 2017
  • The purpose of this study is to investigate the impact of selection attributes of dessert cafes on experience value and revisit intention. A survey was conducted from June 3, 2017 to the June 27th, 2017 with dessert cafe users. Out of 200 responses collected, a total of 157 responses was included for the data analysis. The results from this study are as follows. First, it was found that, the menu features of selective attributes of dessert cafes only affected experience value. However, healthy menu, price, and atmosphere of selective attributes of dessert cafes didn't impact on experience value. Second, experience value of dessert cafes significantly influenced revisit intention. As a result, managers of dessert cafes need to develop an effective marketing strategy to improve the customer experience value so that customers can revisit their dessert cafe and will also develop the unique menu.

The Development of the Field-Experience Learning Program of Environmental Education Utilizing Environmental Facilities - Focus on the sanitary landfill - (환경기초시설을 활용한 환경교육 현장체험학습 프로그램 개발 -埋立場을 中心으로-)

  • 곽홍탁;이두곤
    • Hwankyungkyoyuk
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    • v.13 no.2
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    • pp.91-102
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    • 2000
  • National curriculum for environmental education recommends various teaching-learning methods including survey and discussion of environmental problems, investigation of case studies, experiments, role play, and field-experience learning in addition to the traditional lecture-oriented teaching methods. The field experience learning in environmental education is considered to be a good method to develop environmentally sound attitude and to cultivate environmental sensitivity, but here has been very limited research concerning models for field-experience learning. The aim of this study is to develop a model of the field-experience learning program of environmental education utilizing environmental facilities. In this study a kind of such a basic model was developed and presented. The developed basic model of the field-experience learning was applied to the case utilizing landfill facilities. A specific application of the landfill program to the Bangcheon-ri landfill, in Daegu, was also presented with related teaching materials developed in this studies. And various aspects in the program was discussed.

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Study on the Model Development for Experiential Learning with Ubiquitous Everyday English (유비쿼터스 생활영어 체험학습장 교수-학습 모형 개발 연구)

  • Baek, Hyeon-Gi;Kim, Su-Min;Kang, Jung-Hwa
    • Journal of Digital Convergence
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    • v.7 no.3
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    • pp.49-60
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    • 2009
  • The aim of this study was to develop a model for teaching-teaming by applying Ubiquitous at a learning experience field, in which connect characteristics of both ubiquitous application learning and experience teaming, making use of them. A literature survey of concepts was conducted, with the main areas to find out relationships between ubiquitous application learning and experience learning. Experience learning by applying ubiquitous learning methods maximizes its efficiency of experience learning in considering ubiquitous learning methods's characteristics of dynamic, interaction, sharing. Also it makes communications through positive participation and active interaction, and leads to a process of internal examination. The research data suggests that critical factors of experiencing learning applying ubiquitous are acquiring information and memory, information integration and exquisiteness, emotional and social activity, producing activity, help activity.

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Comparison of experience recognition in 360° virtual reality videos and common videos (360° 가상현실 동영상과 일반 동영상 교육 콘텐츠의 경험인식 비교 분석)

  • Jung, Eun-Kyung;Jung, Ji-Yeon
    • The Korean Journal of Emergency Medical Services
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    • v.23 no.3
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    • pp.145-154
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    • 2019
  • Purpose: This study simulates cardiac arrest situations in 360° virtual reality video clips and general video clips, and compares the correlations between educational media and experience recognition. Methods: Experimental research was carried out on a random control group (n=32) and experimental group (n=32) on March 20, 2019. Results: The groups where participants were trained with the 360° virtual reality video clips and a higher score of experience recognition (p=.047) than the group where participants were trained with the general video clips. Moreover, the subfactors of experience recognition including the sense of presence and vividness (p=.05), immersion (p<.05). experience (p<.01), fantasy factor (p<.05). and content satisfaction (p<.05) were positively correlated. Conclusion: Enhancing vividness and the sense of presence when developing virtual reality videos recorded with a 360° camera is thought to enable experience recognition without any direct interaction.

A Field Study on the Operational Realities of the Rural and Mountain Experience Village -With Focus on Boeun-gun, Chungbuk- (농산촌 체험마을의 운영실태에 관한 조사연구 -충북 보은군을 중심으로-)

  • Park, Heon-Choon
    • Journal of the Korean Institute of Rural Architecture
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    • v.12 no.4
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    • pp.37-44
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    • 2010
  • The purpose of this research is to present basic data for the residents, experts, and administrators to establish sustainable and future-oriented experience villages by investigating the operational realities of rural and mountain experience villages that have currently been promoted as the government-supported projects. First, in order to establish a sustainable experience village, each of the residents, experts and administrators who are the principal agents for cultivating the village should perform their role appropriately and build an organic cooperative system. The residents should have a sense of ownership and form a sense of solidarity by organizing communal consultation system. The experts should be able to present feasible project plans. The administrators need to have posture of understanding from the viewpoint of residents. In order to establish sustainable experience villages, ecological, cultural, and social values should be conveyed preferentially, and through this, the living spaces like farm villages should be formed.

The Effect of the Experience Clue of Chatbot Service in E-Commerce on Customer Experience and Trust (이커머스 챗봇서비스의 경험 단서가 고객경험과 신뢰에 미치는 영향)

  • Choi, Sang Mook;Choi, Do Young
    • The Journal of Information Systems
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    • v.31 no.4
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    • pp.123-143
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    • 2022
  • Purpose The purpose of this study was to investigate the experience cues of chatbot services provided to existing customers familiar with the e-commerce environment, and to examine the effect of chatbot service's experience cues on customer experience and chatbot trust. Design/methodology/approach This study was conducted on consumers who experienced chatbot services in an e-commerce environment, the final 299 copies of valid data were obtained, and the research hypothesis was verified using PLS as a structural equation model. Findings As a result of the analysis, it was found that functional cues that cause customer experiences using chatbot services had a positive effect on cognitive and emotional experiences, human cues had a positive effect on cognitive, emotional and relational experiences, and customer experiences had a positive effect on chatbot trust.

Analysis of the Effectiveness of Conversion of Three-dimensional Puzzles into Immersive Media based on Play Theory for Children's Experience

  • Tae-Eun Lee
    • Journal of information and communication convergence engineering
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    • v.21 no.2
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    • pp.145-151
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    • 2023
  • This study aimed to determine whether there is a significant difference in play properties in the case of media conversion through the combination of analog three-dimensional puzzles and immersive media in children's experience. Based on Roger Caillois' play theory and the contents of previous research, an experience was conducted on an experimental group and control group, and a questionnaire was prepared. The results of the correlation and paired t-test analysis showed that the play properties were higher and more evenly distributed in the media conversion immersive experience. This implies that an increase in children's fun during the immersive experience further increases their immersion, suggesting that the use of immersive media may have a positive effect on children who achieve holistic development through play and experience. We hope that this study will help recognize the difference in effectiveness through conversion into immersive media and will be referenced in various media studies that consider double-play properties.

Unraveling the relationship between the dimensions of user experience and user satisfaction in metaverse: A Mixed-methods Approach (메타버스 이용자 경험요인이 만족도에 미치는 영향: 텍스트 마이닝과 계량 분석 혼합방법론)

  • Jeong, Da Hyeon;Kim, Hee Woong;Yoon, Sang Hyeak
    • The Journal of Information Systems
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    • v.32 no.3
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    • pp.19-39
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    • 2023
  • Purpose This study aims to identify user experience factors that can enhance both metaverse utilization and satisfaction based on the honeycomb model. For this we presented two research questions: first, what are the experience factors of metaverse users? Second, do metaverse user experience factors impact satisfaction? Design/methodology/approach To address these questions, a mixed-methodology approach is employed, including text mining techniques to analyze online reviews and quantitative econometric analysis to reveal the relationship between user experience factors and satisfaction. A total of 69,880 reviews and ratings data were collected. Findings The analysis revealed eight metaverse user experience factors: entertainment, operability, virtual reality, immersion, economic activity, visual performance, avatar, and sociality, all of which were found to have a positive impact on user satisfaction.

Movie Experience Sharing on Social Networking Sites of Cinema: Interplay between Telepresence and Customer Delight

  • Zong-Yi Zhu;Hyeon-Cheol Kim
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.224-236
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    • 2023
  • This study aims to investigate the effects of telepresence on young moviegoers' flow experiences and social interactions, and the impact on consumer delight, trust, and experience sharing behavior on cinema mobile social network site pages. Given the scarcity of telepresence research, indirect telepresence on experience sharing via two experiences and social interactions is also included. The study used pages from Korean cinema mobile social network sites, and 175 Chinese moviegoers residing in Korea participated. We found that telepresence positively impacts the activity in both human-human and human-computer interactions. We further contend that telepresence positively affects perceived enjoyment and attentional focus. However, perceived enjoyment does not significantly affect consumer delight. We found that consumer delight positively influences consumer trust and movie experience sharing. Moreover, we illustrated that telepresence significantly and indirectly influences consumer movie experience-sharing behavior through attention focus and consumer delight. Our results provide crucial insights for future study and practical managerial.