• Title/Summary/Keyword: Self Video-based

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Effects of a Postnatal Care Program on Self-efficacy, Self-management, and Glycemic Control in Women with Gestational Diabetes Mellitus (임신성 당뇨병 산모를 위한 산후관리 프로그램이 자기효능감, 자가 관리 및 혈당 조절에 미치는 영향)

  • Jeon, Yeong Kyung;Kim, Hyo Jin;Yang, Mi Yeon;Jung, Da Yeong;Yoon, Kum Young;Noh, Gie Ok
    • Women's Health Nursing
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    • v.24 no.4
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    • pp.367-378
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    • 2018
  • Purpose: To examine effects of a postnatal care program on self-efficacy, self-management, and glycemic control in women with gestational diabetes mellitus (GDM). Methods: A non-equivalent control group non-synchronized quasi-experimental design was used. Sixty-two women with GDM were enrolled and assigned to either an experimental group (n=30) or a control group (n=32). The experimental group received an intervention which was postnatal care program for women with GDM. The postnatal care program for GDM included an individual education with leaflet and mobile web-based video with three times of telephone counseling. Effects of the intervention were measured with self-efficacy, self-management questionnaire, and a 75 g oral glucose tolerance test (75g OGTT). Statistical significance was examined using independent t-test and $x^2-test$. Results: Although there was no significant difference in 75g OGTT ($x^2=.11$, p=.748) or self-management (t=-1.28, p=.206), there was a statistically significant increase in self-efficacy (t=-2.02, p=.048) in the experimental group compared to that in the control group. Conclusion: A postnatal care program is needed for women with GDM to improve their self-efficacy. Further studies are warranted to improve self-management and glycemic control through tailored education for GDM postpartum women.

Effectiveness of Education Program Using Video Recording and Feedback on Skill Competency for Students of Majors in Health Care: A Meta-Analysis (동영상 촬영과 피드백을 이용한 실습교육이 보건의료전공 대학생의 술기수행능력에 미치는 효과: 메타분석)

  • Shin, Yun Hee;Kim, Sun Kyung;Kim, Hyunjoo
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.25 no.2
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    • pp.120-133
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    • 2018
  • Purpose: A meta-analysis was conducted to evaluate effectiveness of education programs using video recording and feedback in the improvement of competency in clinical skills for health care majors. Methods: Six databases were searched and inclusion criteria were randomized controlled trials (RCTs) or non-randomized controlled trials (NRTs) reporting level of skill competency using numerical measurements. Data analysis and synthesis were performed using Comprehensive Meta-Analysis software and Revman program. Results: Of 1,568 records, 11 studies met inclusion criteria. Statistically significant effectiveness of education programs using video recording and feedback was identified. A low risk of bias was detected among both RCTs and NRTs. Meta-analysis showed that the intervention groups had more effective improvements in skill competency (standardized mean difference [SMD]: 0.74; 95% CI: 0.33~1.16). Results of subgroup analysis showed higher effects when interventions dealt with one skill, used self-reflection with expert feedback, and included instruction from instructor in the education programs. Conclusion: Findings suggest that schools for health care majors should actively adopt video and feedback based skill training allowing educators to design effective programs. Potential is higher for students to achieve higher competency when they train with one skill at a time, use of instruction and receive feedback from experts.

A study on the Premarital Sexual Education Program(PSEP) (결혼준비자를 위한 성교육 프로그램 연구)

  • Jeoung, Min-Ja
    • Korean Journal of Human Ecology
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    • v.5 no.2
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    • pp.17-35
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    • 1996
  • The purpose of this study was to develope Premarial Sexual Education Program. This program was based on survey(466 data used) for the need of PSEP. The result were as followings: 1. The need of sex education was higher(92.9%) and the participation of this PSEP was 80.4%, so this program was systemic structure. 2. Their premarital sexual values were more permissive(52.2%) than the past. But women thought tha female would be vergin(27.1%) their inter course experience rate was 33.4% and Age of experience was under 23 year olds. 3. The unmarried persns wanted that PSEP was consisted of 10 sub themes : (1) pregnancy and child-birth(mean=4.4/5) (2) contraception and family planning(m=4.3) (3) sexual morality and sexual value(m=4.2) (4) sexual healthy family (m=4.1) (5) sexual open communication(m=4.1) (6) venereal disease and coping stratiges(m=4.0) (7) sex role learning(m=3.9) (8) sexual physiology(m=3.8) (9) premarital sex and unwed mother(m=3.7) (10) adultery and society(m=3.6) 4. They want that group meeting would be every Wensday or Friday evening and the required time is two hours. The instruction methods are expected lecture, discussion or seminar and viewing video tapes. 5. So PSEP was consist of 10 sub-themes: (1) orientation and self-disclosure(test, lecture, game) (2) sexual physiology(video tape, lecture) (3) pregnancy and child birth(lecture, video tape) (4) contraceptive methods and family planning(lecture, video tape, test, discussion) (5) sex role learning(test, lecture, role-play) (6) venereal disease and coping stratiges(lecture, video tape) (7) premarital sex and incest(cause study, lecture) (8) sex morality and sex value(seminars, lecture) (9) sexual open communication(seminars) (10) sexual healthy family(lecture, seminars)

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Computation ally Efficient Video Object Segmentation using SOM-Based Hierarchical Clustering (SOM 기반의 계층적 군집 방법을 이용한 계산 효율적 비디오 객체 분할)

  • Jung Chan-Ho;Kim Gyeong-Hwan
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.43 no.4 s.310
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    • pp.74-86
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    • 2006
  • This paper proposes a robust and computationally efficient algorithm for automatic video object segmentation. For implementing the spatio-temporal segmentation, which aims for efficient combination of the motion segmentation and the color segmentation, an SOM-based hierarchical clustering method in which the segmentation process is regarded as clustering of feature vectors is employed. As results, problems of high computational complexity which required for obtaining exact segmentation results in conventional video object segmentation methods, and the performance degradation due to noise are significantly reduced. A measure of motion vector reliability which employs MRF-based MAP estimation scheme has been introduced to minimize the influence from the motion estimation error. In addition, a noise elimination scheme based on the motion reliability histogram and a clustering validity index for automatically identifying the number of objects in the scene have been applied. A cross projection method for effective object tracking and a dynamic memory to maintain temporal coherency have been introduced as well. A set of experiments has been conducted over several video sequences to evaluate the proposed algorithm, and the efficiency in terms of computational complexity, robustness from noise, and higher segmentation accuracy of the proposed algorithm have been proved.

The Effects of Gaming Motivations on Gaming Behaviors: A Self-Determination Theory Approach (게임사용 동기가 게임행동에 미치는 영향 : 자기결정성이론을 중심으로)

  • Lee, Yeonggeul;Jung, Hee Young;Kim, Ju-Ill
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.91-99
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    • 2018
  • A growing body of research has focused on the negative effects of Internet gaming. This issue has become an increased public health concern in Korea. However, little is known regarding the positive effect of Internet gaming and its etiology. This study examined the effects of gaming motivations on gaming behaviors based on self-determination theory. Specifically, we investigated the associations of intrinsic and extrinsic gaming motivations with adaptive and maladaptive game uses. A cross-sectional data collected from a sample of 3,000 young adults using 2016 Korean Video Gaming Survey was analyzed. Measurement model analysis and structural equation modeling were conducted as primary analyses. The findings highlight the different effects of intrinsic and extrinsic motivations on gaming behaviors, such as adaptive and maladaptive game uses. Intrinsic motivations, such as experience-seeking and achievement-seeking, were associated with adaptive game use. Meanwhile, extrinsic motivations, such as sensation-seeking and monetary reward-seeking, were associated with maladaptive game use. The findings provide a better understanding of video gaming in light of both adaptive and maladaptive game uses. The implications for practice and policy were discussed.

The Effect of Tik Tok Users' Love Types on Love Videos' Motivation and User Satisfaction (틱톡(Tik Tok) 이용자의 연애유형이 연애 동영상의 이용 동기, 이용 만족도에 미치는 영향)

  • Zhao, Meng;Yang, Xi;Lee, Sang Hoon
    • Journal of Korea Multimedia Society
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    • v.25 no.5
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    • pp.703-720
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    • 2022
  • Based on the love styles theory used in psychology, this paper classifies users(Passionate Love, Game-playing Love, Friendship Love, Practical Love, Possessive Love, Altruistic Love) and investigates satisfaction with the motivation for using TikTok love videos(Entertainment, Social Relationship, Love skills-learning, Self-verification, Problem-solving) according to the theory of use and satisfaction. First, 414 users were selected to conduct TikTok surveys to collect data. Then, through the analysis of the research results, among the six love types, game-playing type and possessive type have a positive (+) impact on entertainment motivation and love skill-learning motivation. Game-playing type also have a positive (+) impact on social relationship motivation and self-verification motivation. In addition, altruistic type and possessive type are also factors to strengthen the motivation of self-verification. The altruistic type, possessive type and practical type will improve the problem-solving motivation. Finally, through hierarchial multiple regression analysis, it is confirmed that game-playing love type, entertainment motivation, love skill-learning motivation and self-verification motivation can improve user satisfaction. The above results enrich the research of user classification as well as providing inspiration for improving the quality and communication efficiency of TikTok's video and enhancing user experience.

Apparel Pattern CAD Education Based on Blended Learning for I-Generation (I-세대의 어패럴캐드 교육을 위한 블렌디드 러닝 활용 제안)

  • Choi, Young Lim
    • Fashion & Textile Research Journal
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    • v.18 no.6
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    • pp.766-775
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    • 2016
  • In the era of globalization and unlimited competition, Korean universities need a breakthrough in their education system according to the changing education landscape, such as lower graduation requirements to cultivate more multi-talented convergence leaders. While each student has different learning capabilities, which results in different performance and achievements in the same class, the uniform education that most universities are currently offering fails to accommodate such differences. Blended learning, synergically combining offline and online classes, enlarges learning space and enriches learning experiences through diversified tools and materials, including multimedia. Recently, universities are increasingly adopting video contents and on-offline convergence learning strategy. Thus, this study suggests a teaching method based on blended learning to more effectively teach existing pattern CAD and virtual CAD in the Apparel Pattern CAD class. To this end, this researcher developed a teaching-learning method and curriculum according to the blended learning phase and video-based contents. The curriculum consisted of 2D CAD (SuperAlpha: Plus) and 3D CAD (CLO) software learning for 15 weeks. Then, it was loaded to the Learning Management System (LMS) and operated for 15 weeks both online and offline. The performance analysis of LMS usage found that class materials, among online postings, were viewed the most. The discussion menu most accurately depicted students' participation, and students who did not participate in discussions were estimated to check postings less than participating students. A survey on the blended learning found that students prefer digital or more digitized classes, while preferring face to face for Q&As.

Development of An Intelligent G-Learning Virtual Learning Platform Based on Real Video (실 화상 기반의 지능형 G-러닝 가상 학습 플랫폼 개발)

  • Jae-Yeon Park;Sung-Jun Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.79-86
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    • 2024
  • In this paper, we propose a virtual learning platform based on various interactions that occur during real class activities, rather than the existing content delivery-oriented learning metaverse platform. In this study, we provide a learning environment that combines AI and a virtual environment to solve problems by talking to real-time AI. Also, we applied G-learning techinques to improve class immersion. The Virtual Edu platform developed through this study provides an effective learning experience combining self-directed learning, simulation of interest through games, and PBL teaching method. And we propose a new educational method that improves student participation learning effectiveness. Experiment, we test performance on learninng activity based on real-time video classroom. As a result, it was found that the class progressing stably.

Comparisions of stream activation mechanisms in computer based teleconferencing systems for low delay (지연 축소를 위한 컴퓨터 영상회의 시스템의 시트림 동작 구조 비교)

  • Lee, Gyeong-Hui;Kim, Du-Hyeon;Gang, Min-Gyu;Jeong, Chan-Geun
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.2
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    • pp.363-376
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    • 1997
  • In this paper, we present a hardware architecture and a sofrware architecture for cimputer based teleconferencing systems.And also we analyse stream adtivation mechanisms for them form the viewpoint of delay. MuX that is a multimedia I/O server provides various processing elements for data I/O, synchronization, interleaving and mixing.We describe methods to build teleconferencing systems with the elements and compares the technique using master click with the techniquie using self clock.In the plase of dta input.the technique using self click is berrer than the technique using master clock.When we generate interleved stream from audio and video stream and activate channel objects by periodic audio stream as activation clock, dealy from imput audio stream to imterleved stream is reduced but delay for video stream is not reduced as much as in the case of audio stream.

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Effects of Programmed Information on Coping Behavior and Emotions of Mothers of Young Children Undergoing IV Procedures

  • Won, Dae-Young
    • Journal of Korean Academy of Nursing
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    • v.36 no.8
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    • pp.1301-1307
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    • 2006
  • Purpose. To determine the effects of provision of information on mother's problem focused coping ability during their child's intravenous procedure. Methods. Data were collected from 56 mothers whose children have admitted to pediatric ward in the hospital. The participants included 27 intervention group mothers and 29 control group mothers. For the information intervention, 'Programmed Information for Parental Coping before Intravenous Procedure (PIPC- IP)', video program was made based on self-regulation theory for the experimental group mothers. Mother's coping ability was measured by parental supportive behavior, parental beliefs and Profile of Mood State (POMS). Results. Mothers who received PIPC-IP showed significantly higher levels of supportive behavior (t = 3.55, p = .005) and Parental Beliefs (t = 2.95, p = .005), but no significant difference in negative mood on POMS (t = .15, p = .87) compared to mothers in the control group. Conclusions. These results demonstrate that PIPC-IP is an effective intervention to increase the supportive behaviors and beliefs of mothers' problem focused coping ability but not the negative mood.