• 제목/요약/키워드: Role Playing

검색결과 1,109건 처리시간 0.022초

Rural Communication in the Covid-19 Pandemic: an Empirical Analysis from Thua Thien Hue Province, Central Vietnam

  • Nguyen, Hien Thi Dieu;Nguyen, Chung Van;Pham, Chung;Nguyen, Phong Thanh;Le, Cuong Chi Hung;Pham, Nhung Thi;Tran, Nguyet Thi Anh
    • Journal of Contemporary Eastern Asia
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    • 제21권1호
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    • pp.33-42
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    • 2022
  • The world has witnessed the outbreak of the Covid-19 epidemic. Mainstream and social media are playing an important role in Covid-19 pandemic prevention. This research explores awareness, communication channels and effectiveness of communication in the Covid-19 pandemic in rural areas of Thua Thien Hue province, Central Vietnam. Primary information was collected from 181 respondents, who are farmers, non-farmers and students. Secondary information was collected from reports and statistical data. Television, word of mouth and local loudspeakers are the main channels of mainstream media while social media mentions the role of Facebook and Zalo to transfer Covid-19 pandemic information. Mainstream media is still the main channel of farmers and old people while non-farmers and young people tend to access information through social media. Communication has significantly contributed to improving awareness and action of rural people in the Covid-19 epidemic prevention.

Role of Cultural Factors in IT Projects: In the Context of Developing Economies

  • One-Ki Daniel Lee;Josephine Namayanja;Dilnoza Ibragimova
    • Asia pacific journal of information systems
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    • 제30권1호
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    • pp.188-213
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    • 2020
  • Various information and communication technologies (ICT) and electronic government (e-Government) projects have been planted in hopes of economic and social growth in developing economies. These types of ventures usually involve working in societies with their own unique cultures in various aspects that often cause "custom ways" of planning, implementing, coordinating, and controlling in IT projects, thus playing a grand role in determining the success of IT projects. Due to a lack of understanding of local cultural factors and a deficiency of cultural risk evaluation models, however, many IT projects especially in the context of developing economies face failure. This study investigates the major cultural factors involved in IT projects and their effects on IT projects in developing economies. The framework is validated using the United Nations Development Programme's (UNDP) information and communication technology (ICT) and e-Government project cases of two countries in Central Asia, Uzbekistan and Kazakhstan. This study will help project managers develop management practices and strategies associated with the cultural factors they face during the various stages of their IT projects in their specific contexts.

Role of biomarkers in antimicrobial stewardship: physicians' perspectives

  • Hyeri Seok;Dae Won Park
    • The Korean journal of internal medicine
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    • 제39권3호
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    • pp.413-429
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    • 2024
  • Biomarkers are playing an increasingly important role in antimicrobial stewardship. Their applications have included use in algorithms that evaluate suspected bacterial infections or provide guidance on when to start or stop antibiotic therapy, or when therapy should be repeated over a short period (6-12 h). Diseases in which biomarkers are used as complementary tools to determine the initiation of antibiotics include sepsis, lower respiratory tract infection (LRTI), COVID-19, acute heart failure, infectious endocarditis, acute coronary syndrome, and acute pancreatitis. In addition, cut-off values of biomarkers have been used to inform the decision to discontinue antibiotics for diseases such as sepsis, LRTI, and febrile neutropenia. The biomarkers used in antimicrobial stewardship include procalcitonin (PCT), C-reactive protein (CRP), presepsin, and interleukin (IL)-1β/IL-8. The cut-off values vary depending on the disease and study, with a range of 0.25-1.0 ng/mL for PCT and 8-50 mg/L for CRP. Biomarkers can complement clinical diagnosis, but further studies of microbiological biomarkers are needed to ensure appropriate antibiotic selection.

The Role of Stem Cells and Gap Junctional Intercellular Communication in Carcinogenesis

  • Trosko, James E.
    • BMB Reports
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    • 제36권1호
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    • pp.43-48
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    • 2003
  • Understanding the process of carcinogenesis will involve both the accumulation of many scientific facts derived from molecular, biochemical, cellular, physiological, whole animal experiments and epidemiological studies, as well as from conceptual understanding as to how to order and integrate those facts. From decades of cancer research, a number of the "hallmarks of cancer" have been identified, as well as their attendant concepts, including oncogenes, tumor suppressor genes, cell cycle biochemistry, hypotheses of metastasis, angiogenesis, etc. While all these "hallmarks" are well known, two important concepts, with their associated scientific observations, have been generally ignored by many in the cancer research field. The objective of the short review is to highlight the concept of the role of human adult pluri-potent stem cells as "target cells" for the carcinogenic process and the concept of the role of gap junctional intercellular communication in the multi-stage, multi-mechanism process of carcinogenesis. With these two concepts, an attempt has been made to integrate the other well-known concepts, such as the multi-stage, multi-mechanisn or the "initiation/promotion/progression" hypothesis; the stem cell theory of carcinogenesis; the oncogene/tumor suppression theory and the mutation/epigenetic theories of carcinogenesis. This new "integrative" theory tries to explain the well-known "hallmarks" of cancers, including the observation that cancer cells lack either heterologous or homologous gap junctional intercellular communication whereas normal human adult stem cells do not have expressed or functional gap junctional intercellular communication. On the other hand, their normal differentiated, non-stem cell derivatives do express connexins and express gap junctional intercellular communication during their differentiation. Examination of the roles of chemical tumor promoters, oncogenes, connexin knock-out mice and roles of genetically-engineered tumor and normal cells with connexin and anti-sense connexin genes, respectively, seems to provide evidence which is consistent with the roles of both stem cells and gap junctional communication playing a major role in carcinogenesis. The integrative hypothesis provides new strategies for chemoprevention and chemotherapy which focuses on modulating connexin gene expression or gap junctional intercellular communication in the premalignant and malignant cells, respectively.

Study on the Development of a Fundamental course for Overcoming Blocks to Creativity in Design Education

  • In, Chi-Ho;Gwon, Eun-Gyeong
    • International Journal of Contents
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    • 제5권4호
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    • pp.81-87
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    • 2009
  • In the midst of a continued discourse and development concerning design education and its impact on innovation and creativity, I believe that design education still holds the key to enhancing design methodology while increasing creativity by having students take on several creative roles in an interactive and enjoyable studio course. Clearly, there exist impediments that block the creative process in our standard track in design education; however, a course entitled "The Creative Workshop" can overcome such obstacles. Through this course, a student can learn the essential skills of a designer: inventive thinking, a sense of aesthetics, and a spirit of collaboration. In addressing each of the three essential elements, this course has devised role-plays in the way of projects. Simply put, students will be required to demonstrate and, therefore, express their unique creativity that may have otherwise gone muted. Such creative expression can take form in a low stakes, open forum that heralds the invaluable attribute in design such as creative freedom. As a result, the true spirit of creativity is fostered rather than mere aesthetics and styling. Moreover, through role plays, the focus shifts its center from design, allowing each student to explore the uncharted areas of one's own creativity which may come naturally to some extend while disconcerting to others. It may prove particularly uncomfortable for Korean students whose ideas about education have been directly connected to the strict and regimented school system that stresses adherence to standardization such as the national college entrance exam. This course, therefore, is aimed stretch the scope and scale of students' creativity as they learn to collaborate on role plays, utilizing diverse skills from various disciplines.

Role of Actin Filament on Synaptic Vesicle Pooling in Cultured Hippocampal Neuron

  • Lee, Se Jeong;Kim, Hyun-Wook;Na, Ji Eun;Kim, DaSom;Kim, Dai Hyun;Ryu, Jae Ryun;Sun, Woong;Rhyu, Im Joo
    • Applied Microscopy
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    • 제48권3호
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    • pp.55-61
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    • 2018
  • The synaptic vesicle is a specialized structure in presynaptic terminals that stores various neurotransmitters. The actin filament has been proposed for playing an important role in mobilizing synaptic vesicles. To understand the role of actin filament on synaptic vesicle pooling, we characterized synaptic vesicles and actin filament after treatment of brain-derived neurotrophic factor (BDNF) or Latrunculin A on primary cultured neuron from rat embryo hippocampus. Western blots revealed that BDNF treatment increased the expression of synapsin I protein, but Latrunculin A treatment decreased the synapsin I protein expression. The increased expression of synapsin I after BDNF disappeared by the treatment of Latrunculin A. Three-dimensional (3D) tomography of synapse showed that more synaptic vesicles localized near the active zone and total number of synaptic vesicles increased after treatment of BDNF. But the number of synaptic vesicle was 2.5-fold reduced in presynaptic terminals and the loss of filamentous network was observed after Latrunculin A application. The treatment of Latruculin A after preincubation of BDNF group showed that synaptic vesicle number was similar to that of control group, but filamentous structures were not restored. These data suggest that the actin filament plays a significant role in synaptic vesicles pooling in presynaptic terminals.

van Hiele의 단계적 교수법에 근거한 예비교사들의 수학 수업에서 탐구 활동의 활성화 방안 탐색 (Activation method of inquiry activity for students playing a leading role in teaching and learning by applying the van Hiele's learning process by stages in undergraduate pre-service teachers' mathematics class)

  • 황석윤;김익표
    • 한국학교수학회논문집
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    • 제18권1호
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    • pp.39-60
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    • 2015
  • 본 논문에서는 van Hiele의 단계적 교수법에 근거한 예비교사들의 수학 수업에서 학생들을 지식 구성의 주체로 만드는 탐구 활동의 활성화 방안을 탐색하고자 한다. 이를 위하여 예비교사들의 수업 지도안과 수업 시연에서 van Hiele의 단계적 교수법의 정보 단계와 안내된 탐구단계에서의 교수 학습 상황을 분석한다. 이와 같은 교수 학습 상황에서 탐구학습 또는 발견학습의 활성화 가능성을 탐색한다. 특히, 본 연구에서 삼각형의 외심과 내심을 두 도형의 위치관계라는 개념구조 안에서 삼각형과 원의 위치관계를 출발점으로 설정하는 방안을 제안하고 이 제안에 대한 구체적인 실행 방법으로서 "사실1: 삼각형의 외접원은 유일하게 존재한다."와 "사실2: 삼각형의 내접원은 유일하게 존재한다."는 두 가지 사실의 도입과 증명을 van Hiele의 단계적 교수법에 근거한 새로운 지도방법으로 제시하고자 한다.

Chatting Pattern Based Game BOT Detection: Do They Talk Like Us?

  • Kang, Ah Reum;Kim, Huy Kang;Woo, Jiyoung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제6권11호
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    • pp.2866-2879
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    • 2012
  • Among the various security threats in online games, the use of game bots is the most serious problem. Previous studies on game bot detection have proposed many methods to find out discriminable behaviors of bots from humans based on the fact that a bot's playing pattern is different from that of a human. In this paper, we look at the chatting data that reflects gamers' communication patterns and propose a communication pattern analysis framework for online game bot detection. In massive multi-user online role playing games (MMORPGs), game bots use chatting message in a different way from normal users. We derive four features; a network feature, a descriptive feature, a diversity feature and a text feature. To measure the diversity of communication patterns, we propose lightly summarized indices, which are computationally inexpensive and intuitive. For text features, we derive lexical, syntactic and semantic features from chatting contents using text mining techniques. To build the learning model for game bot detection, we test and compare three classification models: the random forest, logistic regression and lazy learning. We apply the proposed framework to AION operated by NCsoft, a leading online game company in Korea. As a result of our experiments, we found that the random forest outperforms the logistic regression and lazy learning. The model that employs the entire feature sets gives the highest performance with a precision value of 0.893 and a recall value of 0.965.

MMORPG 이용자의 스트레스 대처전략이 자기통제감과 행동적 적응을 통해 지속적인 게임 이용의도에 미치는 영향 (The Effects of MMORPG User's Stress Coping Strategies on Continued Use Intention Through Self-Control and Behavioral Adaptation)

  • 이지현;김한구
    • 한국정보시스템학회지:정보시스템연구
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    • 제29권3호
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    • pp.53-75
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    • 2020
  • Purpose Despite the continued rise in the popularity of mobile MMORPGs, the previous studies mainly focused on negative results of playing MMORPG such as violence and game addiction. In addition, previous studies that verified game play motives were not enough to explain user's fundamental motives for MMORPG play. To verify the positive role of playing MMORPG, this study focused on stress coping strategies on continued play MMORPG, and divided factors into two dimensions: escapism and coping with system. The purpose of this study is to comprehensively identify the discriminatory effects of each factor on users' self-control, and the effect of self-constrol and behavioral adapatation on continued use intention for MMORPG. Design/methodology/approach This study was designed to examine the structural relationships among MMORPG users' escapism, system coping, self-control, behavioral adaptation and continued use intention for MMORPG. Findings The results from this study are as follow. First, the participants' effect-based escapism had a positive impact on self-control, whereas cause-based escapism had a negative impact on self-control. Next, proactive coping and reactive coping for system problem had a positive impact on self-control. In addition, Self-control had a positive impact on behavioral adaptation and continued use intention for MMORPG. Lastly, the behavioral adaptation to MMORPG had a positive impact continued use intention. The results of our study can suggest the positive effects of coping strategy on users' self-control and behavioral adaptation by applying the theory of both escapism and coping with system. Based on our results, game companies should develop contents that can gratify users' coping motives and enhance self-control and behavioral adaptation.

행동유도성 기반의 게임플레이에 관한 연구 (A Study of Gameplay based on Affordance)

  • 송승근
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2013년도 춘계학술대회
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    • pp.170-171
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    • 2013
  • HCI 측면에서 게임플레이는 게이머가 목표를 성취하기 위하여 새로운 규칙을 떠올리거나 발견하여 현재 직면한 문제를 해결해 나가는 과정이다. 본 연구는 기존의 문제해결관점에서의 게임플레이가 아닌 생태학적 심리학에서 유래가 된 행동유도성 입장에서 게임플레이를 이해하고 그 구조를 규명하는 것을 목적으로 한다. 본 연구는 대표적인 MMORPG 게임인 월드오프워크래프트를 중심으로 5명의 전문 게임플레이어를 대상으로 게임플레이하는 전 과정을 비디오 오디오 기기를 활용하여 녹취를 실시하였다. 본 자료를 토대로 질적 연구인 프로토콜 분석을 실시하였다. 그 결과 행동유도성 기반의 게임플레이는 선택과 관계로 구성되며 한 번에 한 가지만 선택하고 주의를 집중한다는 것을 발견하였다. 또한 탐색적 측면의 행동과 절차적 측면의 행동으로 크게 두 가지로 구분되는 것을 발견하였다. 이는 학습, 활용, 변형의 양상을 띄고 있음을 알 수 있다. 본 연구 결과는 게임을 개발할 때 게임플레이 설계를 어떻게 해야 할지에 대한 중요한 디자인 방법론을 구축하는 데 중요한 시사점을 제공한다.

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