• 제목/요약/키워드: Video program

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Development and Evaluation of Integrated Management Program for Hemodialysis Patients (혈액투석 환자를 위한 통합적 관리 프로그램의 개발 및 효과)

  • Kim, Bora;Yoo, Hana
    • Journal of Korean Academic Society of Home Health Care Nursing
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    • v.31 no.1
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    • pp.66-76
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    • 2024
  • Purpose: This study aimed to develop and evaluate an integrated management program to enhance self-efficacy, compliance with sick-role behaviors, symptom management, and biomarker indication in hemodialysis patients. Methods: The integrated management program was developed through a systematic review of literature, analysis of relevant online data, and expert validation. It comprised 480 min of video-based education delivered eight times over four weeks, supplemented by weekly phone consultations and text message support from a nurse. To evaluate the program's effectiveness, it was administered to 44 patients with hemodialysis in a single group in a pre-post test experimental study. Changes in self-efficacy, sick-role behavior compliance, dialysis symptom index, and biomarkers were assessed. Results: The program yielded statistically significant improvements in self-efficacy (t=-7.13, p<.001), sick-role behavioral compliance (t=-7.35, p<.001), dialysis symptom index (t=4.32, p<.001), and blood urea nitrogen levels (t=2.55, p=.014) among the participants. Conclusion: The integrated management program is an effective intervention for improving hemodialysis patients' self-efficacy, compliance with sick-role behaviors, and experience of symptoms. Additionally, it is considered an intervention with high clinical applicability and efficiency through video reproducibility.

Effect of an 8-Week Competitive Exercise Program on Physical Fitness and Psychological Factors in Game-addicted Adolescent (8주간의 경쟁운동 프로그램이 게임과몰입 청소년의 기초체력과 심리적 변인에 미치는 영향)

  • Choi, Seung-Jun
    • PNF and Movement
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    • v.15 no.3
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    • pp.281-290
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    • 2017
  • Purpose: The purpose of this study was to examine the effect of an 8-week competitive exercise program on physical fitness, psychological variables, and video-game playtime in game-addicted adolescents. Methods: All subjects were screened by a game behavior diagnosis scale questionnaire, and a total of 7 game-addicted, male adolescents ($16{\pm}2$ yrs of age) participated in the study. All subjects were informed of the study's purpose, procedures, and risks, and a consent form was obtained from each subject. The 8-week soccer and basketball exercise program included twice-weekly sessions of 120 minutes per session. All data were presented as $mean{\pm}SE$, and the variables were analyzed with a paired t-test. Results: Following the 8-week intervention, cardiovascular endurance and grip strength were significantly increased (approximately 17 and 7%, respectively [p<0.05]). Although there was no statistical significance on flexibility, vertical jump, and zigzag-run, all variables showed an increasing tendency. Anxiety levels changed from a mild anxiety state to a normal state, and depression levels also altered from moderate to a normal state. The video-game playtime was reduced about 20% during weekends and vacation periods. Conclusion: Given these combined results, 8 weeks of regular participation in competitive exercise (soccer/basketball) may contribute to positive effects on physical fitness, psychological variables, and video-game playtime in computer-game addicted adolescents.

Understanding Watching Patterns of Live TV Programs on Mobile Devices: A Content Centric Perspective

  • Li, Yuheng;Zhao, Qianchuan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.9
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    • pp.3635-3654
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    • 2015
  • With the rapid development of smart devices and mobile Internet, the video application plays an increasingly important role on mobile devices. Understanding user behavior patterns is critical for optimized operation of mobile live streaming systems. On the other hand, volume based billing models on cloud services make it easier for video service providers to scale their services as well as to reduce the waste from oversized service capacities. In this paper, the watching behaviors of a commercial mobile live streaming system are studied in a content-centric manner. Our analysis captures the intrinsic correlation existing between popularity and watching intensity of programs due to the synchronized watching behaviors with program schedule. The watching pattern is further used to estimate traffic volume generated by the program, which is useful on data volume capacity reservation and billing strategy selection in cloud services. The traffic range of programs is estimated based on a naive popularity prediction. In cross validation, the traffic ranges of around 94% of programs are successfully estimated. In high popularity programs (>20000 viewers), the overestimated traffic is less than 15% of real happened traffic when using upper bound to estimate program traffic.

Effects of a Video CD Rehabilitation Program for Total Knee Replacement on Range of Knee Angle and Activities of Daily Living Function (동영상 CD를 이용한 슬관절 전치환술 환자의 재활교육 프로그램이 관절가동범위 및 일상활동 수행에 미치는 효과)

  • Nam, Mun-Hee;Lee, Jung-Eun
    • Quality Improvement in Health Care
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    • v.16 no.1
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    • pp.79-89
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    • 2010
  • Background : This study was identified the effects of a video CD Rehabilitation program on the range of knee angle and activities of daily living in patients with a total knee replacement Method : The data was collected from March 1 to May 31 2009 for the control group and from July 1 to September 31 2009 for the experimental group. The control and experimental groups contained 19 subjects each. A video CD Rehabilitation program configured to 8 minutes in length was shown 8 times every other day. Result : 1. On the day of Hemovac removal, the knee angle and CPM angle in the experimental group increased significantly, but they remained relatively constant on post operation day 21. 2. The activities of daily living were significantly different in the experimental group. Conclusion : 1. On the day of Hemovac removal, the knee angle and CPM angle in the experimental group increased significantly, but they remained relatively constant on post operation day 21. 2. The activities of daily living were significantly different in the experimental group.

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Development of an Infants' Sleep Health Program Using a Video for SIDS Prevention Education and Measurement of the Program's Effects (영아 수면건강 교육프로그램의 개발 및 효과)

  • Jang, Sook;Kim, Il-Ok
    • Child Health Nursing Research
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    • v.21 no.1
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    • pp.11-19
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    • 2015
  • Purpose: The purposes of this study were to develop an infant sleep health education program using a video for SIDS prevention education and to measure the effects of the program. Methods: The infant sleep health education program consisted of presentations and motor images. The formation of educational material was directed by the systematic design of instruction. Participants in this study were 59 primiparous women from postpartum care centers. The instruments used in this study were criterion referenced test items for knowledge about infant sleep health and confidence inventory. Experimental group I was given the treatment of infant sleep health education program. Experimental group II was given the program using a video reinforcement after 2 weeks. On the other hand, control group was given no treatment. Results: There was a significant increase in knowledge and confidence in the performance of mother's roles of both experimental group I and experimental group II over the control group. No significant difference was founds for knowledge and confidence in the performance of mother's roles between experimental group I and II. Conclusion: The results indicate that this program is a very effective intervention for better sleep health in infants by helping the mothers increase confidence in their role performance.

An Effect of the Mother-Child Attachment Promotion Program for the Child with Pervasive Developmental Disorder (전반적 발달장애 아동을 위한 모-아 애착 증진 프로그램의 효과)

  • Im, Suk-Bin
    • Journal of Korean Academy of Nursing
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    • v.30 no.5
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    • pp.1133-1144
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    • 2000
  • This study was conducted to evaluate the effects of the program for the autistic children which was designed to promote mother-child attachment. The subjects of this study were consisted of 11 pairs of mother and child( 7 for participant group:PG, 4 for non-participant group: NPG), who were diagnosed as Pervasive Developmental Disorder. The intervention was consisted with play activity centered mother-child interaction, educational activity for mothers, lecture, video-feedback, and supports. The main data were collected by video-taping and analyzed by Wilcoxon Rank Sign Test, and Content Analysis. The results obtained were as follows, 1. Before the program, there were no significant group differences on the children's and the mother's characteristics. After the program, total score on the attachment of PG was higher than that of NPG, but not significant. Only proximity-seeking behaviors and contact-maintaining behaviors were higher significantly(p<.05). Then the characteristics on contact- maintaining behaviors of PG were lasting longer and reciprocal than those of NPG. 2. After the program, the score on mother's nurturing behavior of PG was significantly more increased. The mother's behaviors to her child of PG became more child- centered, positively responsive, expressive supportively. But there were pretty big individual difference. It can be concluded that Mother-child Attachment Promotion Program is effective. Thus it can be recommended to be a early intervention model for autistic children.

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Analysis of Structures of ONGAMENET's TV Program "From Start to till the End" (온게임넷 TV 프로그램 "켠김에 왕까지" 구조 분석)

  • Han, Sukhee
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.45-54
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    • 2016
  • This study analyzes cable TV Program "From Start to Till the End" televised by ONGAMENET from 2009 to 2015. "From Start to Till the End" is a game program that guests try to finish certain game or to complete mission once they started. Unlike other game programs, most of guests are not professional gamers thus it brings out comical challenges and enjoyments. This study examines the several components of video games played in the program. Specifically, those components are categorized according to the genre, platform, nationality, and clear time. In doing so, this study not only unpacks diverse structures of the program but also provides the blueprint of the game program.

A Dynamic Programming for Solving Resource Allocation Problems in Video-on-Demand Service Networks (Video-on-Demand 서비스망의 자원 할당 문제를 위한 동적계획법)

  • Cho, Myeong-Rai
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.10
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    • pp.3182-3194
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    • 2000
  • It is strongly beliefed that Video on Demand(VOD) will become one of the most promising services in Broadband Integrated Services Digital Network(B-ISDN) for the nest generation VOD service can be classified into two types of services 'Near VOD(NVOD) and Interactive VOD(IVOD). For both services, some video servers should be installed at some nodes(especially, at the root node for NVOD service) in the tree structued VOD network,so that each node with video server stores video programs and distribules stored programs to customers. We consider thre kinds of cost.a program transmission cost, a program storage cost, and a video server installation cost. There exists a trade-off relationship among those three costs according to locationsl of video servers and the kinds of programs stord at each video server. Given a tree structured VOD network, and the total number of programs being served in the network, the resource allocation problem in a VOD network providing both IVOD and NVOD services is to determine where to install video servers for IVOD service, which and how many programs should be stored at each video server for both IVOD and NVOD services, so as to minunize the total cost which is the sum of three costs for both IVOD and NVOD services. In this paper we develop an efficient cynamic programming algorithm for solving the problem. We also implement the algorithm based on a service policy assumed in this paper.

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A Design of A Multistandard Digital Video Encoder using a Pipelined Architecture

  • Oh, Seung-Ho;Park, Han-Jun;Kwon, Sung-Woo;Lee, Moon-Key
    • Journal of Electrical Engineering and information Science
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    • v.2 no.5
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    • pp.9-16
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    • 1997
  • This paper describes the design of a multistandard video encoder. The proposed encoder accepts conventional NTSC/PAL video signals, It also processes he PAL-plus video signal which is now popular in Europe. The encoder consists of five major building functions which are letter-box converter, color space converter, digital filters, color modulator and timing generator. In order to support multistandard video signals, a programmable systolic architecture is adopted in designing various digital filters. Interpolation digital filters are also used to enhance signal-to-noise ratio of encoded video signals. The input to the encoder can be either YCbCr signal or RGB signal. The outputs re luminance(Y), chrominance(C), and composite video baseband(Y+C) signals. The architecture of the encoder is defined by using Matlab program and is modelled by using Veriflog-HDL language. The overall operation is verified by using various video signals, such as color bar patterns, ramp signals, and so on. The encoder contains 42K gates and is implemented by using 0.6um CMOS process.

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A basic study to develop Realtime video Korean curriculum: Focusing on female-marriage immigrants in Cyber University (실시간 화상 한국어 교육과정 개발을 위한 기초 연구 -사이버 대학교에 재학 중인 여성결혼이민자를 중심으로-)

  • Choi, Eun-ji;Han, Ha-lim;Seo, Jeong-Min
    • Journal of Korean language education
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    • v.29 no.2
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    • pp.181-208
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    • 2018
  • The aim of this study is to design a Real-time video Korean curriculum. Curriculum using real-time video, which is a variant of distance learning, teaches Korean to students studying in distant places through real-time video communication program. This is expected to supplement the lack of interaction in existing video classes and enable online simultaneous interaction, while increasing learning opportunities for Korean language students living in distance places. To find out the needs of the subjects for the curriculum design, this study conducted a one-on-one interview with 9 female married immigrants who are enrolled in the Cyber University which is opening a curriculum later. According to the survey, the students answered that they have a high intention of attending classes if the lack of interaction in existing distance classes are supplemented. Therefore, we could confirm the demand of a curriculum consisting of an overall real-time video education and multilateral individual connection. Also, we found out that there is a demand in performance rather than comprehension and a high demand for detailed feedback from the teacher. The result shows that the curriculum needs to establish performance-oriented contents to progress to an advanced level Korean Language, and include a study plain comprising of real-time interaction.